Triangular collision
Posted: Sun Mar 20, 2011 1:15 am
I just got started with BEPU physics and have a number of questions.
In the GettingStarted example, StaticMesh is used to add the terrain, which will never move.
Question 1:
How do I add triangular data that is not static. That is, what am I adding to have the engine check for collisions on the triangular level.
Question 2:
Is there any way to split this further into Meshes. That is, to fragment one model into multiple entities (its meshes) and add them to Space. (I'm aware that this degrades performance in general, but I have specific cases in my engine where I use this)
Bonus Question:
Is there any way to "group" entities such that collision checking is done only between groups. Example: 10 bullets are shot in different directions; there are 10 boxes; only the 10 bullets should hit the 10 boxes; the boxes and the bullets don't need to be checked for collisions between themselves.
In the GettingStarted example, StaticMesh is used to add the terrain, which will never move.
Question 1:
How do I add triangular data that is not static. That is, what am I adding to have the engine check for collisions on the triangular level.
Question 2:
Is there any way to split this further into Meshes. That is, to fragment one model into multiple entities (its meshes) and add them to Space. (I'm aware that this degrades performance in general, but I have specific cases in my engine where I use this)
Bonus Question:
Is there any way to "group" entities such that collision checking is done only between groups. Example: 10 bullets are shot in different directions; there are 10 boxes; only the 10 bullets should hit the 10 boxes; the boxes and the bullets don't need to be checked for collisions between themselves.