ContainerRayCast Collisions
by Kip · in Torque Game Engine · 07/24/2006 (9:51 am) · 2 replies
Im currently using ContainerRayCast() to interact with objects. I have a bit of a problem/question with ContainerRayCast() though. I create a 3d model with a collision mesh and a bounding box. ContainerRayCast() needs to have a collision mesh to intersect with the object for some reason, but the catch is that it actually collides with the bounding box on the collision mesh. So for example i have a switch and the bounding box is the size of the switch in its on state and when you interact with it it moves to the off state and in that state it is out of the bounding box. Now in order to do the interaction with ContainerRayCast() I have to actually be looking at the bounding box.
Can someone tell me how to make ContainerRayCast() use the collision mesh?
Can someone tell me how to make ContainerRayCast() use the collision mesh?
#2
07/25/2006 (6:54 am)
Yes i wanted to animated the collision mesh. Even if i switch out the collision mesh with another one (similar to what the door resource does) I still dont raycast and hit that collision mesh. I hit the bounding box of the switch. I can make the collision box a tiny sliver in the mesh and it makes no difference. I just dont understand why it is using the bounding box for collisions at all.
Torque Owner Paul /*Wedge*/ DElia