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PostWysłany: Pią 19:13, 13 Wrz 2013    Temat postu: Jiglib for triangle picking-spun3

Jiglib for triangle picking
I assume you want to choose a triangle in a model mesh as with this demo.
You are able to pick a triangle with jiglibx, provided your models are part of a physics object and fit inside a collisionskin. This because the physics only cares about skins, not the models.
So if your models do all fit inside a collision skin,[url=http://giuseppezanottisneakers.webmium.com/][b]giuseppe zanotti sneakers on sale[/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://wheretobuyrogerviviershoes.webmium.com/][b]where to buy roger vivier shoes buy roger vivier shoes online[/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://monclerjackendeutschland.albirank.net/][b]http://monclerjackendeutschland.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,[url=http://peutereyjacketsuppliers.webmium.com/][b]Peuterey Jacket uk[/b][/url], it's suppose to become a level,[url=http://giuseppezanottisneakers.webmium.com/][b]http://giuseppezanottisneakers.webmium.com/[/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,[url=http://woolrichoutletitalia.albirank.net/][b]Woolrich Giacche Outlet online Italia Woolrich Piumini Vendita italy[/b][/url]. 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 ,[url=http://parajumpersoutletjackets.webmium.com/][b]parajumpers jackets[/b][/url]?
Basic raytesting against a mesh is fairly quick. To optimise it further,[url=http://parajumpersoutletjackets.webmium.com/][b]parajumpers jackets outlet[/b][/url], 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 Jacket outlet[/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://monclerjacketsformenssale.albirank.net/][b]http://monclerjacketsformenssale.albirank.net/[/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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