Collision detection, MetaTriangleSelector

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etcaptor
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Collision detection, MetaTriangleSelector

Post by etcaptor »

1.When three CollisionResponseAnimators are used, between player, BSPTree SceneNode and two anoter AnimatedSceneNodes/md2 models/, just collision with second md2 SceneNode works.

2. If CollisionResponseAnimator for BSPTree SceneNode is addeded before
/md2/ AnimatedSceneNodes in code, Player is falling trough the ground.

3. When MetaTriangleSelector is used, models are sticking on the ground.

I found in forum many thinks about it /MetaTriangleSelector bug/, but maybe the reason related with 1. and 2. - CollisionResponseAnimators and TriangleSelectors.

If I'm wrong, will be happy to know what that's happen.
niko
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Post by niko »

Hm, and you are using the lastes version of Irrlicht?
etcaptor
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Post by etcaptor »

Yes, v.0.6.
niko
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Post by niko »

Hm, strange.
etcaptor
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Post by etcaptor »

Sorry Niko,
the reason was in my code.
Not in Irrlicht :oops:
niko
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Post by niko »

ok :)
erSitzt
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Post by erSitzt »

Could you post your code and what you did wrong ?

I had the same problem (models stuck) because i wanted to use the models bounding boxes for collision with the player (camera), but when i added the CollisionResponseAnimators to my MD2 they got stuck in their own bounding boxes because the vector for the ellipsoid was too long.
Using smaller values for that vector solved my problem...

I tried to use two lines of code given in the documentation to make the ellipsoid fit the bounding box, but thats not working ( and i dont know what im doing wrong)... and by the way i found an error in the docu i think :

core::aabbox<f32> box = yourSceneNode->getBoundingBox();
core::vector3df radius = box.MaxEdge - box.getCenter();

shouldn't it be aabbox3d ??

mfg
Dennis
etcaptor
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Post by etcaptor »

In my old code was additional triangle selector for player. And player have been taking auto collisoin with self.
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