hello again guys, another quick question,
ive noticed that you can test scene nodes bounding boxes against one another quite easily, i need to do something like this with the camera. i have an animator attached to it to automate the collision with the level, but id like to be able to tell or be notified when the camera collides with a named animated mesh
my program is built on the *.irr loader example, so i thought about maybe using different meta selectors for the camera, but i couldnt figure out how to test for collisions manually
i tried the cameras 'get translated bounding box' function, but that seems no different from the 'view frustrum' bounding box
again sorry in advance if theres a really obvious solution to this
collision with named node
collision with named node
METOOOOOOOOOOOOOOOOAAAAAAAAAHL!
hail all, got it figured out now after a bit of forum trawling
in the end i created a seperate triangle selector for each traps bounding box (a 'trap' is supposed to kill you on contact)
i have a bounding ellipsoid sphere mesh created seperate from the camera to test against the traps, each iteration of the loop i set its position to match that of the camera
i then use ISceneManager::ISceneCollisionManager::getCollisionResultPosition with the traps selector and position, and constantly supply a 'delta' velocity of (0, 0.1, 0) (the numbers arnt really important, its just if theyre set to zero i found the result position is always the same, of course)
after calling getCollisionResultPosition, i check if result == camera position + delta, if it doesnt then there is a collision with the trap
in the end i created a seperate triangle selector for each traps bounding box (a 'trap' is supposed to kill you on contact)
i have a bounding ellipsoid sphere mesh created seperate from the camera to test against the traps, each iteration of the loop i set its position to match that of the camera
i then use ISceneManager::ISceneCollisionManager::getCollisionResultPosition with the traps selector and position, and constantly supply a 'delta' velocity of (0, 0.1, 0) (the numbers arnt really important, its just if theyre set to zero i found the result position is always the same, of course)
after calling getCollisionResultPosition, i check if result == camera position + delta, if it doesnt then there is a collision with the trap
METOOOOOOOOOOOOOOOOAAAAAAAAAHL!