I believe I’m in my forth-fifth project where I miss the same data in the contact_point_response message.
Many times I build up my gameobject with different collision objects. I would like to be able to identify which of these components that actually are being triggered in a cpr message. I get plenty of info about the other object but nothing about my own.
Let me give some examples:
Case 1:
Fighting game where you have two collisionobjects functioning as hitboxes. One for head and one for body. They are both members of same group but if one of them trigger (head) you might want to double the damage taken.
You might also have another collisionobject with another group but on the hand. Knowing that this one was triggered you will not take damage but give damage to the other player.
Case 2:
Platformer where collision is triggered on static collisionobjects (level).
If upperbody collisionobjects are not triggered but lowerbody is maybe you want to do a cliffhanger (on a corner of a platform) depending on the normal.
If head is triggered you might want to take damage etc.
Feels like the info should be quite close at hand to add it to the message.