Djoef
03-08-2007 21:44:59
Hey,
I would like to make a ODE ray which has the same capabilities of a standard OGRE::Ray.
Meaning that I can define a ray, and query which objects its intersecting.
The main point here would be to know if an object is visible.
The way i could do it now :
Make a ray and perform several dCollide's for the object of interest with each time another possible occluder. And then compare the depths.
Or maybe something with dSpaceCollide2 as it would give back the possible intersectors. (but i did not try that yet)
I was also thinking of executing the normal Ogre Ray and do a ODE ray on all the intersected AABBs in the list retrieved from the Ogre Ray...
Is there not something as a standard OGRE ray but for OgreODE ?
Just define the ray and get back a list with the collided geoms ordered by depth.
If possible could you also give the name of the function, and eventually a line of example code... (or pseudocode)
that would be verry nice
tnx!
geoffrey.
I would like to make a ODE ray which has the same capabilities of a standard OGRE::Ray.
Meaning that I can define a ray, and query which objects its intersecting.
The main point here would be to know if an object is visible.
The way i could do it now :
Make a ray and perform several dCollide's for the object of interest with each time another possible occluder. And then compare the depths.
Or maybe something with dSpaceCollide2 as it would give back the possible intersectors. (but i did not try that yet)
I was also thinking of executing the normal Ogre Ray and do a ODE ray on all the intersected AABBs in the list retrieved from the Ogre Ray...
Is there not something as a standard OGRE ray but for OgreODE ?
Just define the ray and get back a list with the collided geoms ordered by depth.
If possible could you also give the name of the function, and eventually a line of example code... (or pseudocode)
that would be verry nice
tnx!
geoffrey.