Ok, so I have been fiddling for a while
I want to make bullet-like projectiles: so kinetics are out, because they would bounce off other rigidbodycontrol objects rather than going through them (like bullets would)
I tried ghost controls and it works great, I can remove projectiles when they leave the region and the collisions register nicely (if i use a box collision rather than a sphere) however the collision registers the ghost control not the spatial it is attached to (the examples show this behaviour too)
BUT unlike the controls that extend BaseControl it has no getSpatial() or spatial to retrieve the spatial using the control and the ghost control cannot hold any user information the way a spatial can and it cant be extended (the clone functions are not extensible by the looks of it)
So i can get collisions but i cant do anything with them
Unless I make a map of <control, spatial> and run into a bunch of issues keeping the map current with the scenegraph
Or i can do it without the physics system and shoot off rays for who knows how many projectiles every single bleeding tick, generating millions of unneeded intersections/collisions and get the closest and keep track of them so that after the projectile passes through a mesh i can retrieve the previously closest spatial and apply effects just to have access to the information about the projectile that the ghost control cant supply.
I really hope there is a better way.