Collision location appears incorrect

I’m happy to see this one is getting attention! [import]uid: 13507 topic_id: 31601 reply_id: 129636[/import]

Brent, I believe the code on the API doc page does not work as advertised…
http://docs.coronalabs.com/api/event/collision/x.html [import]uid: 8271 topic_id: 31601 reply_id: 129632[/import]

I’m happy to see this one is getting attention! [import]uid: 13507 topic_id: 31601 reply_id: 129636[/import]

the problem persists (build 894) [import]uid: 169740 topic_id: 31601 reply_id: 130290[/import]

the problem persists (build 894) [import]uid: 169740 topic_id: 31601 reply_id: 130290[/import]

Also with nightly build 947. [import]uid: 8271 topic_id: 31601 reply_id: 130320[/import]

Also with nightly build 947. [import]uid: 8271 topic_id: 31601 reply_id: 130320[/import]

Hi @horacebury, @polygonblog, etc…

I wanted to let you know that I haven’t forgotten about this issue. I just stumbled upon a feature that was rolled out in Build 894 called “PhysicsContact”. This is shown in the Corona documentation but examples and usage tips aren’t yet in place, or are limited. I’m trying to get to the bottom of that!

According to the Box2D user manual:
“Contacts are objects created by Box2D to manage collision between two fixtures. If the fixture has children, such as a chain shape, then a contact exists for each relevant child. There are different kinds of contacts, derived from b2Contact, for managing contact between different kinds of fixtures. For example there is a contact class for managing polygon-polygon collision and another contact class for managing circle-circle collision.”

And further down…
“Contact Point: a contact point is a point where two shapes touch. Box2D approximates contact with a small number of points.”

That being said, I don’t know if Corona’s “PhysicsContact” is the equivalent of this, but logically it seems that it might be. I’m not making any promises, and my assessment about what this does might be totally wrong… but if this is true, it might provide some very advanced physics interaction methods and information gathering… including access to the exact collision point, but also potentially alot more detail if you really want to take it further.

What I’ve learned so far (which isn’t much) points to this stuff being very advanced, but also exceedingly powerful. I confess that I’m a “physics nut” and I want to learn how “PhysicsContact” can be used in Corona. I’ll keep you posted as I learn more… and if anybody reading this has figured it out, please let me know.

Thanks for your patience!
Brent Sorrentino [import]uid: 9747 topic_id: 31601 reply_id: 131015[/import]

Thanks Brent - I, for one, am waiting eagerly to hear what you find! [import]uid: 8271 topic_id: 31601 reply_id: 131030[/import]

Hi @horacebury, @polygonblog, etc…

I wanted to let you know that I haven’t forgotten about this issue. I just stumbled upon a feature that was rolled out in Build 894 called “PhysicsContact”. This is shown in the Corona documentation but examples and usage tips aren’t yet in place, or are limited. I’m trying to get to the bottom of that!

According to the Box2D user manual:
“Contacts are objects created by Box2D to manage collision between two fixtures. If the fixture has children, such as a chain shape, then a contact exists for each relevant child. There are different kinds of contacts, derived from b2Contact, for managing contact between different kinds of fixtures. For example there is a contact class for managing polygon-polygon collision and another contact class for managing circle-circle collision.”

And further down…
“Contact Point: a contact point is a point where two shapes touch. Box2D approximates contact with a small number of points.”

That being said, I don’t know if Corona’s “PhysicsContact” is the equivalent of this, but logically it seems that it might be. I’m not making any promises, and my assessment about what this does might be totally wrong… but if this is true, it might provide some very advanced physics interaction methods and information gathering… including access to the exact collision point, but also potentially alot more detail if you really want to take it further.

What I’ve learned so far (which isn’t much) points to this stuff being very advanced, but also exceedingly powerful. I confess that I’m a “physics nut” and I want to learn how “PhysicsContact” can be used in Corona. I’ll keep you posted as I learn more… and if anybody reading this has figured it out, please let me know.

Thanks for your patience!
Brent Sorrentino [import]uid: 9747 topic_id: 31601 reply_id: 131015[/import]

Thanks Brent - I, for one, am waiting eagerly to hear what you find! [import]uid: 8271 topic_id: 31601 reply_id: 131030[/import]