Hi there, I was trying to investigate about this in bug reports or something, but the SourceForge net site seems to old and unmaintained, I assume that it's not used anymore. I googled for info about this, but no luck.
What I'm trying to do is to get a simple system for collision detection, with one entity (player) against objects everytime I move. Basically, I create a segment starting in the current position, with other extreme being the position that I would reach when moving (depending on time elapsed since the key is pressed, etc). This kind of works, but sometimes I can get though the walls, and in addition the player has half of the body in the wall (because the source of the ray is inside the stomach, so to speak :) ). The problem with the latter effect is that even if I set the other extreme of the ray to be far away (from 1m to tenths, making sure that the extreme coordinates are correct and so on), it doesn't seem to be intersecting until I get pretty close to that object (say, a few centimeters), so it's as if it only considered the ray for short distances (because it continues detecting the intersection and everything). Maybe I'm missing something, and this behavior correct? I also tried to get this with BoundingBoxes and BSpheres by creating a derived class of NodeVisitor to check, the latter are not appropriate and they seem to be centered in Vec3(0,0,0); and the former are not valid() when I check them (so I assume that they're only calculated for some of the geodes, not all). I would appreciate some help with this, specially about the behavior of IntersectVisitor or for better ways to achieve this. PS: I'm using 1.0.0, in the case that this has changed lately in newer versions. Greetings. -- Manuel A. Fernandez Montecelo <[EMAIL PROTECTED]> _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
