hi, I'm writing b/c I wanted to add special iTerraFormer collider to cs. The problem is that now special interface for it is located in csOPCODECollideSystem::CreateCollider (iTerraFormer* mesh)
I think that it will be more wise to put this somehow to collider.cpp and use cs opcode plugin as ODE does (only for trimesh collider), adding special code for other primitives (like obb, sphere etc.) cd. I would also remove the use of polygons in places where more primitive shapes could be used (like csColliderActor, instead of box shaped polygons I would use obb, wouldn't it be faster?). The problem is that this resolution will just copy current ODE plugin functionality (but could be simpler/faster)... Second resolution will be to keep things as they are now and either build opcode mesh data for iTerraFormer or write special query for height data <-> trimesh. What would be best? -- greetings, Piotr Obrzut mailto:[EMAIL PROTECTED] ------------------------------------------------------- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
