On Collision Detection

Topics: Developer Forum, User Forum
Feb 17, 2007 at 9:14 PM
Edited Feb 17, 2007 at 9:16 PM
I've decided to not include a collision detection framework in the library because I think that the library can be used for collision detection in its current state. There is no collision framework that I can add that will be useful for nearly everyone (as I feel the animation part of the library is). There are too many different ways to do this: bounding boxes, axis aligned bounding boxes, bounding spheres, bounding rectangles, collision skins, and tetrahedral collisions (not to mention the dozen or so common ways to use the data structures for collision detection).

I will give an example in the future of how to do collision detection though.
Feb 18, 2007 at 5:29 AM
This is a good decision. An Animation Component should only handle animations, this makes things clear.
May 7, 2007 at 9:14 AM
you showed how to do collision detection on bone level.
what would be the an approach to do collision detection on the skin level? i don't see right now how i could do that...

how can I access the triangles in the skin for collision detection?
May 8, 2007 at 6:51 PM
You'd have to subclass AnimatedModelProcessor and pass the skin info to the program using the Dictionary<string, object> attached to the model as the tag. It wouldn't be easy.