I want to know why my bounding box is like that :
That is size of the bounding box is greater than object.
Therefore on another position of my object like that :
Bounding box size is correct.
My problem is that I want sides of my kite to be in conatact with the floor. So how can I do if I can't use bounding box?
I'd guess this must be some mesh issue...
Waou. And Like what? Under Max, all seems right.
I am not sure, maybe something gets messed up during conversion or so. I am not a specialist for ogre meshes, sorry. It just occurs to me to be the most probable reason.
Does Ogre/Mogre contain any classes for a Oriented Bounding Box by itself?
Doesn't the bounding box look to big compared to the object, even though the object is rotated?
According to that article, basically rotating the mesh forces the box to expand in order to keep the mesh fully inside. An oriented Box, rotates itself to the orientation of the mesh.
So I think that is not possible to work properly neither with AABB nor OOBB, to detect ground collisions, I must work withNewton. Too bad.
I have try with Newton, but it doesn't work as I want. That I want to say is that Newton do the job well, I can apply a velocity to my kite to make it down and smatch the ground BUT....the kite didn'r stop when it reaches ground so, I cant get off my coordinates of altitude because I don't now when the collision occurs.
So, any idea to use another wya than newton?
Meanwhile, I post to Newton forum for anybody have an idea to detect when colision ocuured
Instead of using one single bounding box, you could place 3 (or better more) small dummy bodies at the extrema of your kite. You would have one at the "nose", one at each wing-tip and ideally a few more in between. Additionally you could use an OOBB for an earlier stage of collision detection, sort of a "preview".
Good idea, I will look this way. Thanks.