> Kind of but not really > The issue is that the mesh itself adopts the > parents coordinates, mmm, that's what I do not follow entirely... any code, url ?? you mean you say m.x = 100, move its parent container and its position is still 100. why not read/use scenePosition instead to calculate the offsets you want to apply to mesh position.
> However, according to the faces, in the mathematical > sense they have not moved, only the mesh. thats what I ment in previous mesaage. you need to apply the faces at object coordinates not at scene coordinates. but at this point we need see stuff in order to be able to help... Fabrice On Jun 3, 2010, at 9:51 PM, Reinorvak wrote: > Hey Fabrice, > > Kind of but not really. The issue is that the mesh itself adopts the > parents coordinates, then I offset that mesh by a set amount to get it > visually correct. However, according to the faces, in the mathematical > sense they have not moved, only the mesh. This creates a box within > another box if you were to construct 2 BVHs. This however, according > to the visual model it is not correct since the attached mesh has been > offset by a certain amount. > > I've tried using the function updateVertex by the new Mesh's position > but to no avail. > > On Jun 3, 2:51 pm, Fabrice3D <[email protected]> wrote: >> i'm not sure I follow your description, >> But if you have an object in a container, if you access the mesh, you need >> to add the faces at space object coordinates >> they automatically get the offset of the parent coordinates. >> >> now, another possible cause is the goemetry object. >> somehow, that thing sticks in ram. >> so before fill with new faces, just m.geometry = null, m.geometry=new >> Geometry(), then fill using addface. >> of course if previous geometry object olds faces, loop over the faces array >> and delete them or store them, if you want to reuse. >> >> but thats a shot in the dark to help you, as I'm not certain of the exact >> issue you're having. >> >> Fabrice >> On Jun 3, 2010, at 8:12 PM, Reinorvak wrote: >> >>> Greetings everyone, >> >>> Alright here's the scoop this time. I've got my own custom BVH, >>> Bounding Volume Hierarchy, class set up to surround all the objects in >>> this game. This was set up before 3.5 came out and we don't have >>> enough time to switch over to the newest version so we're using 2.3. >> >>> The big problem is, when I add a new mesh to a previously existing >>> object, the faces of the new mesh believe they are at the origin of >>> the object it was attached to. Visually, the items show up fine, but >>> this offset of having the item at 0,0,0 instead of its correct local >>> space position is ruining the BVH creation algorithm. >> >>> So mostly what I'm asking for is this, is there anyway to update the >>> faces correctly to the new mesh position with distorting the model in >>> any way or form. I've tried a few things here and there, but nothing >>> solid has occurred out yet. >> >>> Most appreciated, >>> Rein
