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Wysłany: Czw 20:04, 05 Wrz 2013 Temat postu: Jiglib for triangle picking-spun1 |
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Jiglib for triangle picking,[url=http://peutereyjacketsuppliers.webmium.com/][b]Peuterey Jacket sale[/b][/url]
I assume you want to choose a triangle in a model mesh as with this demo,[url=http://parajumpersoutletjackets.webmium.com/][b]parajumpers bear vest outlet Hampton Roads Technology Council[/b][/url].
You are able to pick a triangle with jiglibx,[url=http://giuseppezanottisneakerssale.webmium.com/][b]giuseppe zanotti Outlet Shoes for Sale[/b][/url], provided your models are part of a physics object and fit inside a collisionskin. This because the physics only cares about skins,[url=http://giuseppezanottisneakers.webmium.com/][b]discount 2013 giuseppe zanotti sneakers on sale[/b][/url], not the models.
So if your models do all fit inside a collision skin,[url=http://parajumpersoutletjackets.webmium.com/][b]parajumpers jackets outlet[/b][/url], you can use SegmentIntersect() to determine what skin you are picking. Detailed objects for example fire hydrants or pipes aren't normally part of the elementary geometry and are instanced objects added at runtime. Those objects tend to have a lower detail collision skin,[url=http://duveticadoudoune.halod.com/][b]Femmes Manteaux Duvetica Soldes[/b][/url], as well as just use primitives. This is the reason why you don't normally see weapon damage on doodads.
If you are attempting to damage something similar to a player model,[url=http://woolrichdeutschlandarcticparka.albirank.net/][b]http://woolrichdeutschlandarcticparka.albirank.net/[/b][/url], you are going to need to do some sort of high detail collision test outside of jiglib. This is quite simple, simply do a ray test on your model mesh. There's a few examples about the XNA site.
What you said is kind of weird. Maybe I miss something. I want to retrieve the polygon position or indice inside a mesh, it's suppose to become a level,[url=http://peutereyjacketsuppliers.webmium.com/][b]Peuterey Jacket uk[/b][/url], a triangle mesh and it also have to match to actual mesh.
I was thinking jiglibX collision system would be a more sensible choice than with a couple other method. I'm able to produce a secondary collision system ( I wish to create bullet hole) to hold all of the level and let the dynamic one aside. Also I'm able to split innto active zone using bounding box contains or someting alike to sort collision which aren't necessary.
Do you consider it would kill my framerate ?
Basic raytesting against a mesh is fairly quick. To optimise it further, you can use an oct-tree. JigLib can perform all this for you personally. Since you are testing a static object,[url=http://peutereyjacketsuppliers.webmium.com/][b]Peuterey sale[/b][/url], you can use JigLib.
The only real time you would not use JigLib with this is if your collision skin doesn't match your mesh exactly,[url=http://peutereyjacketsuppliers.webmium.com/][b]Peuterey Jacket outlet[/b][/url], or your object you're tests are moving. Like moving objects won't be oct-tree optimised as that's not something you'd rebuild every frame.
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