Game Development Community

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?

#1
07/24/2006 (5:15 pm)
So are you animating the collision with the switch moving? Because that doesn't work, you can't animate collision data. You'll need to swap out a seperate mesh with different collision if you want to be able to hit in the actual handle for changing it. Also there's no reason to not have the bounds encompass the entire potential area of the object.
#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.