incorrect bounding box with .X animated meshes???

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Karel
Posts: 2
Joined: Tue Jun 20, 2006 1:30 pm

incorrect bounding box with .X animated meshes???

Post by Karel »

hi,

I'm +/- newbie with Irrlicht. When I export any static mesh supported by Irrlicht, the engine gives me the bounding boxes correct, as far as I know, it's the smallest 3d box surrounding all the geometry.

The problem arrises when I use any animated .X exported by either DeepExploration or 3dsmax (through Panda Exporter or X-File (Q3D) export plugins).

I guess the problem is with the bounding box calculations in irrlicht, may be .x containing bones are converted to many SceneNode not as single node (one per bone and geometry) but calculations take into account only the first node generated. of course, it works ok for single meshes, not for one-to-many scene nodes.

More over, the swarf.x provided as example with the Irrlicht installation has a bounding box that covers ONLY the character, excluding the hatchet he has in one hand..

To have correct bounding boxes is very important because thay are the base of many collision tests, cursor hit tests, and other stuff in Irrlicht.

Does anybody has the same problem than me? any suggestions or solutions? The bounding boxes are defined in the .x ?
Cube3
Posts: 30
Joined: Wed Mar 15, 2006 7:42 pm
Location: http://cube3.helpmy.net

Post by Cube3 »

Feed all the vertices to Newton and let collision be handled. Or if simple convex such as Box, sphere, ellipse would suffice you can calculate sizes yourself and feed them into Newton.

Sjef van Leeuwen translated the Newton tutorial to Irrlicht.NET, download it here http://irrlicht.sourceforge.net/downloa ... nSharp.zip
Platform 3D Engine using Irrlicht.NET
http://cube3.helpmy.net
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