For the four vertices, their coordinates are as the following:
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A(-500, -100, 200),
B( 500, 700, 200),
C( 500, -100, 200),
D(-500, 700, 200)
When I did the test, I kept all other factors unchanged while tesing different ellipsoidRadius values. So the problem should be correctly isolated to the value of the ellipsoidRadius.
To my understanding, the value of the ellipsoidRadius should only affect how close the RPG camera can go near the customized OctTree scene node. It should not interfere with the result of collision detection.
I checked the engine's source code and I did not get any clue yet. Could anybody from the development team take a look at it?