.3ds Collision Detection

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isiahil

.3ds Collision Detection

Post by isiahil »

When i execute this, when the camera is in the cube that i created(cube .3ds) it falls through the cube, but i can't get back into it. in other words the collision detection works when going from the outside into the cube. It doesn't work when going from the inside to outside of the cube.

Code: Select all

IrrlichtDevice *device =
		createDevice(video::EDT_DIRECTX8, core::dimension2d<s32>(640, 480), 16, false);

	video::IVideoDriver* driver = device->getVideoDriver();
	scene::ISceneManager* smgr = device->getSceneManager();

	
	

	
	scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("../../media/cube.3ds");
	scene::ISceneNode* q3node = 0;
	
	if (q3levelmesh)
		q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(0));

	/*
	So far so good, we've loaded the quake 3 level like in tutorial 2. Now, here
	comes something different: We create a triangle selector. A triangle selector
	is a class which can fetch the triangles from scene nodes for doing different
	things with them, for example collision detection. There are different triangle
	selectors, and all can be created with the ISceneManager. In this example,
	we create an OctTreeTriangleSelector, which optimizes the triangle output a l
	little bit by reducing it like an octree. This is very useful for huge meshes
	like quake 3 levels.
	Afte we created the triangle selector, we attach it to the q3node. This is not
	necessary, but in this way, we do not need to care for the selector, for example
	dropping it after we do not need it anymore.
	*/

	scene::ITriangleSelector* selector = 0;
	
	if (q3node)
	{		
		q3node->setPosition(core::vector3df(0,100,50));

		selector = smgr->createOctTreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128);
		q3node->setTriangleSelector(selector);
		selector->drop();
	}


	/*
	We add a first person shooter camera to the scene for being able to move in the quake 3
	level like in tutorial 2. But this, time, we add a special animator to the 
	camera: A Collision Response animator. This thing modifies the scene node to which
	it is attached to in that way, that it may no more move through walls and is affected
	by gravity. The only thing we have to tell the animator is how the world looks like,
	how big the scene node is, how gravity and so on. After the collision response animator
	is attached to the camera, we do not have to do anything more for collision detection,
	anything is done automaticly, all other collision detection code below is for picking.
	And please note another cool feature: The collsion response animator can be attached
	also to all other scene nodes, not only to cameras. And it can be mixed with other
	scene node animators. In this way, collision detection and response in the Irrlicht
	engine is really, really easy.
	Now we'll take a closer look on the parameters of createCollisionResponseAnimator().
	The first parameter is the TriangleSelector, which specifies how the world, against
	collision detection is done looks like. The second parameter is the scene node, which
	is the object, which is affected by collision detection, in our case it is the camera.
	The third defines how big the object is, it is the radius of an ellipsoid. Try it out 
	and change the radius to smaller values, the camera will be able to move closer to walls
	after this. The next parameter is the direction and speed of gravity. You could
	set it to (0,0,0) to disable gravity. The value	following after this defines the
	acceleration value when falling down. And the last value is just a translation: Without
	this, the ellipsoid with which collision detection is done would be around the camera,
	and the camera would be in the middle of the ellipsoid. But as human beings, we are 
	used to have our eyes on top of the body, with which we collide with our world, not
	in the middle of it. So we place the scene node 50 units over the center of the 
	ellipsoid with this parameter. And that's it, collision detection works now. 
	*/

	scene::ICameraSceneNode* camera = 
		smgr->addCameraSceneNodeFPS(0,100.0f,300.0f);
	camera->setPosition(core::vector3df(0,100,0));

	scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
		selector, camera, core::vector3df(30,50,30),
		core::vector3df(0,0,0), 100.0f, 
		core::vector3df(0,50,0));
	camera->addAnimator(anim);
	anim->drop();
Domarius
Posts: 178
Joined: Thu Mar 11, 2004 9:51 am
Location: Brisbane, QLD, Australia

Post by Domarius »

AFAIK, it's not supposed to. Bounding box collision returns 'true' if something is intersecting with the bounding box, 'false' otherwise. No other cases are possible. You can't collide with the 'walls' of the cube. If you need to, then you need to make your cube walls out of seperate objects.
StickyBit
Posts: 94
Joined: Mon Jul 05, 2004 3:40 am
Location: Sønderup, Denmark
Contact:

Post by StickyBit »

You may need to flip the normals of the cube object.

Regards StickyBit
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