CastRay against collision mesh not bounding box?
by Alain Labrie · in Torque Game Engine Advanced · 11/26/2008 (4:08 pm) · 1 replies
I would like to know if Container::CastRay tests for collision against the bounding box or the collision meshes of an object?
This is what I'm using:
// Code Start
RayInfo rInfo;
Container * currentContainer = &gServerContainer;
U32 mask = StaticShapeObjectType;
bool pass = currentContainer->castRay(pos1, pos2, mask, &rInfo);
// Code end
To me castRay seems to do a bounding box test only. Hope someone can shed some light on this and has a way to do a LOS against the collision meshes of an object.
This is what I'm using:
// Code Start
RayInfo rInfo;
Container * currentContainer = &gServerContainer;
U32 mask = StaticShapeObjectType;
bool pass = currentContainer->castRay(pos1, pos2, mask, &rInfo);
// Code end
To me castRay seems to do a bounding box test only. Hope someone can shed some light on this and has a way to do a LOS against the collision meshes of an object.
About the author
Torque Owner Ivan Mandzhukov
Liman3D
CastRay tests against collision meshes.