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Collision Mesh Question. Multiple Submeshes under One Node?

by Steve Acaster · in Torque 3D Professional · 08/18/2010 (11:21 pm) · 2 replies

Okay ... so I no longer have to be paranoid about convex meshes in my Collision Mesh ... right? All the same, I'm keeping everything convex ... so ...

Can I have multiple, seperate, sealed-hull, collision sub-meshes under the same Collision-# node?

eg:
shape
	--->Collision-0
			--->col-0
			--->col-1
			--->col-2
	--->detail2
			--->shapeMesh

instead of;
shape
	--->Collision-0
			--->col-0
	--->Collision-1
			--->col-1
	--->Collision-2
			--->col-2
	--->detail2
			--->shapeMesh

I've tried it ... and it seems to work ... but that doesn't necessarily mean it the correct thing to do ...

#1
08/18/2010 (11:55 pm)
Yes you can, but there's one good reason not to (although it may not apply in your case).

If you want to make use of 'true' collision primitives (box, sphere and capsule), the mesh geometry needs to be aligned to the node's local coordinate system, since only the mesh bounds are used to determine the primitive dimensions on loading. See the Collision Geometry section of the docs for more details.

For generic convex meshes it doesn't matter, and you can put them all under the same node if you like.
#2
08/19/2010 (12:16 am)
Cheers, Chris.

I'm just doing colmeshes for walls of a building, so everything is very straight.

I've been very careful not to throw any rotations into the submeshObjects, so all seems good there, and all my nodes and meshObjects are rotation free with everything positioned at 0 0 0. (after my previous faux pas with a rotated boundingbox).