> In terrain.pyx you save _category_bitfield in __getcstate__ but you
> don't restor it in __setcstate__. I guess you wanted to make here the
> same modification than in coordsyst.pyx.
Actually i restore it at the end (line 1668). However, i forgot to move the
equivalent line in _getcstate! That'
Jiba wrote:
> Well done and thank you! I've applied it to the SVN.
>
> I've just slightly modified the _setcstate(state) methods, so as they are
> backward compatible.
>
> Jiba
>
In terrain.pyx you save _category_bitfield in __getcstate__ but you
don't restor it in __setcstate__. I guess you w
> Hope you will find it usefull ;)
Well done and thank you! I've applied it to the SVN.
I've just slightly modified the _setcstate(state) methods, so as they are
backward compatible.
Jiba
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My rayicking category patch is aviable here
http://aliasrobotique.org/~souvarine/raypicking_category_1.diff
Took me quite a while to make it but, at least, I have learned a lot
about soya's internals :)
Here is how it work :
Every object deriving from CoordSyst (world, body, terrain...) now have
> I suggest to make a category bitfield system as in ODE. Every object
> would have a 32 bit wide bitfield identifying witch categories it
> belong. The world.RaypickContext method would have an optional parameter
> telling witch categories it should care about.
>
> I also think it would be useful
> Why limit it to 32? This is Python, we have
> long integers...
it's an ode limit
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souvarine wrote:
I suggest to make a category bitfield system as in ODE. Every object
would have a 32 bit wide bitfield
Why limit it to 32? This is Python, we have
long integers...
--
Greg
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I think the Soya CoordSyst solid property is rather complicated to use.
I often need an object to be sometime solid and sometime non solid
depending on what I want to test. For example my character must be non
solid for the traveling camera to work, but it must be solid to allow
some others objets