bleubleu
16-01-2007 17:10:56
Hi!
ODE has some function to offset the geometry from its body. In OgreOde, these calls have been wrapped :
ODE has some function to offset the geometry from its body. In OgreOde, these calls have been wrapped :
- void Geometry::setOffsetPosition (const Ogre::Vector3 &position);[/*:m]
- void Geometry::setOffsetQuaternion(const Ogre::Quaternion &orientation);[/*:m]
- void Geometry::setOffsetWorldPosition(const Ogre::Vector3 &position); [/*:m]
- void Geometry::setOffsetWorldQuaternion(const Ogre::Quaternion &orientation);[/*:m][/list:u]However, the debug objects do not seem to consider the offset at all. Shouldn't they ?
So, if I offset a geometry by some distance and some angle, the collision detection will be performed on the offset'ed geometry. For this reason, I think we should translate & rotate de debug objects to reflect these offsets.
What do you think Tuan ?
And are you aware of any other parameter that might affect the location of the debug geometries ?
Mat