Oh, it really works!
Can you tell me why should I do that, and what does it do?
Thanks, really
Search found 7 matches
- Tue Jul 28, 2009 9:16 am
- Forum: Advanced Help
- Topic: BoudingBox and TransformedBoundingBox situation !
- Replies: 3
- Views: 429
- Tue Jul 28, 2009 8:08 am
- Forum: Advanced Help
- Topic: BoudingBox and TransformedBoundingBox situation !
- Replies: 3
- Views: 429
BoudingBox and TransformedBoundingBox situation !
Hello, I'm using Irrlicht for a professionnal project, and so far, it worked nicely. But then I implemented something that highlight the selected scene node by drawing a bounding box around it. The "selected" object is the object that the camera is looking at. My big problem is that : If I...
- Fri Jul 10, 2009 3:43 pm
- Forum: Advanced Help
- Topic: Collision between nodes (using triangles ?)
- Replies: 12
- Views: 1805
First, thank you all for your answers :) Both nodes can be dynamic, or one dynamic one static. I need that kind of precision because I'm actually not developing a game, but a 3D view for a simulation software (train, factory, ...). Sometimes, I need to be very precise because, for example, the simul...
- Fri Jul 10, 2009 8:18 am
- Forum: Advanced Help
- Topic: Collision between nodes (using triangles ?)
- Replies: 12
- Views: 1805
Hello Halifax, and thank you for your great answer. But, as I said, this is the code i'm using now. I'm looking for something more precise , because this is only collision detection with bounding boxes . I would like to be able to detect a collision between two nodes using the triangles . Is that po...
- Fri Jul 10, 2009 7:30 am
- Forum: Advanced Help
- Topic: Collision between nodes (using triangles ?)
- Replies: 12
- Views: 1805
- Mon Jul 06, 2009 11:55 am
- Forum: Advanced Help
- Topic: Collision between nodes (using triangles ?)
- Replies: 12
- Views: 1805
Re, -------------------------------------------------------- Code: bool collision(ISceneNode* one, ISceneNode* two) { aabbox3d<f32> b1, b2; b1 = one->getBoundingBox (); b2 = two->getBoundingBox (); one->getRelativeTransformation().transformBoxEx( b1 ); two->getRelativeTransformation().transformBoxEx...
- Tue Jun 30, 2009 2:51 pm
- Forum: Advanced Help
- Topic: Collision between nodes (using triangles ?)
- Replies: 12
- Views: 1805
Collision between nodes (using triangles ?)
Hello ! I'm having trouble with Irrlicht collisions. I would like to detect when a node (a mesh) collides with another node (another mesh). The best solutions suitable that I've found is using bouding boxes : http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=33664&highlight=collision But I ...