Adding Additional Collision Meshes to Vehicle Classes
by Demolishun · in Torque Game Engine · 05/26/2006 (3:46 pm) · 0 replies
I am trying to figure out how to have more than one collision mesh for a vehicle. Here is an attempt so far:
Inside of MechaVehicleData::preload :
Notice that I am letting it add additional collision meshes. I do get indication that it is loading the 3 collision meshes I have defined in my vehicle. Other than this I don't understand how to get more meshes into the equation for collision. I looked through the rest of the WheeledVehicle (what my vechicle is based on) and Vehicle code and cannot find anything that indicates I need to change more. Also, the collision meshes show up when you are running the editor in game.
Inside of MechaVehicleData::preload :
// Extract collision planes from shape collision detail level
S32 count = 0;
//if (collisionDetails[0] != -1) {
PlaneExtractorPolyList polyList;
while (collisionDetails[count] != -1) {
MatrixF imat(1);
SphereF sphere;
sphere.center = shape->center;
sphere.radius = shape->radius;
polyList.mPlaneList = &rigidBody.mPlaneList;
polyList.setTransform(&imat, Point3F(1,1,1));
si->buildPolyList(&polyList,collisionDetails[count]);
Con::errorf("ColDetail: %d added",count);
count++;
}Notice that I am letting it add additional collision meshes. I do get indication that it is loading the 3 collision meshes I have defined in my vehicle. Other than this I don't understand how to get more meshes into the equation for collision. I looked through the rest of the WheeledVehicle (what my vechicle is based on) and Vehicle code and cannot find anything that indicates I need to change more. Also, the collision meshes show up when you are running the editor in game.
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I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67