At the moment, ISceneCollisionManager::getCollisionPoint() (and my new candidate method getSceneNodeAndCollisionPointFromRay()) return the triangle that has been hit, i.e. its vertex positions.
However, that doesn't tell you which triangle was hit. Would it be useful for anyone if these methods returned the index of the selected triangle instead as well as its vertex positions? I'm thinking in terms of working back to try and associate a collision with a particular part of the original mesh (e.g. headshots). I haven't really thought it through much further than that, and there's probably no point in adding it unless it would be useful to someone.
Any takers?
Return triangle index from collisions?
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Return triangle index from collisions?
Please upload candidate patches to the tracker.
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I think there is a feature request on the sourceforge tracker for this. So thee are indeed people out there who'd like to have such things. I think that most people dealing with collision and stuff simply just switch to some physics engines, and hence no one ever cared for the methods in Irrlicht. There is also no one from the developers directly responsible for that part of Irrlicht. But we'll closely follow your suggestions and implementations Just keep on posting them with examples because that simplifies a lot