Collision detection failed for an OctTreeTriangleSelector
Posted: Sun Oct 07, 2007 11:13 pm
I was trying to create a customized OctTreeSceneNode by using a mesh with one mesh buffer which has only four vertices. An OctTreeTriangleSelector was created by the mesh. A CollisionResponseAnimator was added to the OctTreeTriangleSelector. And a customized RPG camera was used to run against the OctTreeSceneNode. I found that the collision detection failed if the ellipsoidRadius of the CollisionResponseAnimator was small.
For the four vertices, their coordinates are as the following:
If I set the ellipsoidRadius smaller than irr::core::vector3df(90,90,90), the collision detection would fail.
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?
For the four vertices, their coordinates are as the following:
Code: Select all
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?