Triangle Mesh raycast

Discuss any questions about BEPUphysics or problems encountered.
Post Reply
thiago
Posts: 22
Joined: Sat Oct 16, 2010 10:32 pm

Triangle Mesh raycast

Post by thiago »

hi,
when i use the rayast function in the Space Class i cant detect with the TriangleMesh it is colliding
If iam colliding with an entity it works well, but with trianglesmehs i just get the position, normals .....
is there an easy way to recover what Triangle Mesh was hit by the ray ? Or i should call Raycast in all the
the triangle meshs objects ?

Thanks in Advance
Thiago Dias Pastor
Norbo
Site Admin
Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Triangle Mesh raycast

Post by Norbo »

In v0.14.3 and before, the best option would probably be to raycast against each mesh individually. That's basically what the Space does internally.

In v0.15.0, the space raycast treats a mesh just like an entity. They are all just items in the query structure, resolving this awkwardness.
thiago
Posts: 22
Joined: Sat Oct 16, 2010 10:32 pm

Re: Triangle Mesh raycast

Post by thiago »

when 0.15 will be avaliable for download ;) ?
Norbo
Site Admin
Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Triangle Mesh raycast

Post by Norbo »

You can see an early beta over here:
http://www.bepu-games.com/forums/viewto ... f=5&t=1050

It's still in early alpha/beta territory though- you can examine the new layout, but there's a lot of issues (as outlined in that thread).

The final release isn't too far away, and I'll be updating that thread as progress continues. I'm on a semi-vacation for christmas at the moment though, so updates will be light for a few more days :)
Post Reply