collision detection: Tom ID:122

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!
Post Reply
Guest

collision detection: Tom ID:122

Post by Guest »

I got the message that this should be on the advanced help forum...

I guess I just wanted to know the function calls...
I am still relatively new to Irrlicht...
I am just looking for a high-level API approach...
I have been trying to understand things by reading the help files...
Hopefully people can help out...
Thanks...


Re: <Mesh vs Mesh Collision> and <Mesh vs Bounding Box Collision>

Hello All:

My name is Tom and from what I see so far Irrlicht is great...
I just want to know how certain collisions work...
We were able to get collision detection to work between two
bounding boxes(MilkShape models)...
I just want to concentrate on models and after I have
researched it some more I will have some
questions about level/model collision too...

So I will start with what I know...
First are the Triangle Selectors...
We can get all the triangles of the models into an array that lie
within a bounding box...
(*We will use a second model that has been scaled down on
triangles specifically for collision detection
that takes on the same transformations...)
From what I can see from the documentation the triangle3D
class only works with one triangle at a time...
A loop of all the triangles might work... (*I am not sure if it
would be slow... Please tell me...)
(* We are assuming we are using bounding boxes as well but
larger than the model...) (* If inside then check...)
Where is the optimized function to do this using the triangle3D
class... (* the loop...)

So this brings me to the next step...
... the ISceneCollisionManager class...
We will assume we are still using the Triangle Selectors.

I see collision based on a line but not a box...
Where is the function to do this...

I see collision based on the ellipsoid and the 3D world but don't
understand the returned Vector...
How does that tell us that collision has happened...
Where is the box function?

Where is the function for two Triangle Selector (using
IMetaTriangleSelector) collisions.

Any help would be appreciated...
I know this might be difficult to answer...

If the solution could be given in at least pseudo code that
would be great...
I also need to see the actual collision test (* eg return bool) so
I can call a function based on the collision...

Thanks Tom...

I didn't see but if anyone has seen any other articles please
post the sites as well...
Guest

Collision Detection: Tom Again ID: 123

Post by Guest »

Hello All:

Found an article on the ellipsoid concept so I think it will work...
I also read the article suggested by Irrlicht called Improved Collision
detection and Response by Kasper Fauerby...

Thanks...
Bye...
DarkWhoppy
Posts: 386
Joined: Thu Sep 25, 2003 12:43 pm
Contact:

Post by DarkWhoppy »

My name is Tom too ;-)

But I suggest going by some type of alias when online.

I hope that article will help with all your needs, if not... the Irrlicht Community is always here 8)
Post Reply