BoundingBox - it's corners and orientation
Posted: Sun Aug 18, 2013 8:40 pm
Hi there,
may be it's my lack of knowledge but I'm running into a question while using BEPUPhysics.
It is illustrated if you look at the slope in the screenshot:

The bounding boxes in the screen are made visible with a debug drawer similar to the one of the Utilities. The corners of each Bounding box are retrieved with the folliwing code
But regardles of the orientation of the object the collision shape of type Box was created from and in whatever direction it is rotated the bounding box seem to be never rotated. But the physics work very well. Behind the scenes the BoxShape is rotated well for collision checking and response. How could I get the "rotated" corners of the BoxShape to do the debug draw correctly ?
Any hint would be much appreciated..
BR PSVWizard
may be it's my lack of knowledge but I'm running into a question while using BEPUPhysics.
It is illustrated if you look at the slope in the screenshot:
The bounding boxes in the screen are made visible with a debug drawer similar to the one of the Utilities. The corners of each Bounding box are retrieved with the folliwing code
Code: Select all
Vector3[] bbC = entity.CollisionInformation.BoundingBox.GetCorners();
Any hint would be much appreciated..
BR PSVWizard