I have a question: How do you use triangle selectors for collision detection with more than one node? IE: Check boundaries with the world, as well as a mesh. I checked the tutorial, but it only shows how to check for collisions between the camera and the map, not between the camera and the meshes (you can walk right thru them).
Tnx for any help in advance.
Collision Detection
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Peter Müller
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I think, you can add a OctTree to this meshes, too
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Asterisk Man
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Peter Müller
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Don't know. But I think you can add as many animators (even if the are the same class) as you want.
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Asterisk Man
Yup, that worked, I just didnt think that you could have more than one animator working on a node at any time... im such a goof! Tnx man.
Now, I was thinking of alternative ways of doing collision detection, such as using the bounding boxes, however, every time I call the function node1bb.intersectsWithBox(node2bb), it returns true, no matter if the 2 nodes are colliding or not. Am I just using the function incorrectly?
Now, I was thinking of alternative ways of doing collision detection, such as using the bounding boxes, however, every time I call the function node1bb.intersectsWithBox(node2bb), it returns true, no matter if the 2 nodes are colliding or not. Am I just using the function incorrectly?
Are you getting the bounding box using ISceneNode->getBoundingBox or ISceneNode->getTransformedBoundingBox? If you don't use getTransformedBoundingBox, I think you'll get the bounding box cenetered at the origin, not in absolute coords.Asterisk Man wrote:Now, I was thinking of alternative ways of doing collision detection, such as using the bounding boxes, however, every time I call the function node1bb.intersectsWithBox(node2bb), it returns true, no matter if the 2 nodes are colliding or not. Am I just using the function incorrectly?
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thesmileman
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