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// Create a StaticTriangleGroup based upon the 3D Model to be used for physics interaction
StaticTriangleGroup.StaticTriangleGroupVertex[] staticTriangleVertices;
int[] staticTriangleIndices;
StaticTriangleGroup.getVerticesAndIndicesFromModel(_displayModel.Model, out staticTriangleVertices, out staticTriangleIndices);
TriangleMesh mesh = new TriangleMesh(staticTriangleVertices, staticTriangleIndices, 0);
_object = new StaticTriangleGroup(mesh);
I'm having intermittent problems with Cylinder entities being able to completely pass right through this glass dome StaticTriangleGroup obj if the velocity is high enough, or if the Cylinder is positioned in such a way that only one part of the rounded edge contacts the StaticTriangleGroup obj first. I have a feeling that the collision detection between Cylinder and StaticTriangleGroup is not as accurate as Entity on Entity collisions.
So with a complex shape like a StaticTriangleGroup, how can I efficiently create an Entity obj so that I can get better collision detection? Am I going in the wrong direction?
I can submit code samples or even videos if needed to illustrate the problem.