We're still trying to wrap our heads around the collision framework.
1) Is there a simple way to change a call to getSceneNodeAndCollisionPointFromRay to test against the bounding box only, and not the mesh itself?
2) Is there a way to figure out all scene nodes whose bounding boxes overlap, or will we have to iterate over all scene nodes ourselves to do so?
Simple Collision Questions
1.) No. You can use getRayFromScreenCoordinates and then check it against getTransformedBoundingBox of all your nodes with the intersectsWithLine function of aabbox3d.
2.) You have to iterate. And very likely you will have to use some additional clustering.
2.) You have to iterate. And very likely you will have to use some additional clustering.
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Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm