So you want to use something like caped cylinder collider for your camera?
If you don't use physics engine in your app then unfortunately you'll
probably need add yourself some interface in cs physics wrapper to use its
collision queries directly (it was not there when I've last looked on it).
If you use physics engine and then you can use DynamicsSystemCollider
interface for objects that present coliderrs only.
BTW. why do you need that for camera? I thought that typicly you will use it
for character controller.
--
greetings,
Piotr
2008/7/2 Amir Taaki <[EMAIL PROTECTED]>:
> It is best way to give a camera volume I think because point representation
> is just crappy and a box doesn't represent a viewing volume as good as a
> half sphere (as wide as view angle) for which a swept sphere is best.
>
> On Tue, Jul 1, 2008 at 8:13 AM, Piotr Obrzut <[EMAIL PROTECTED]>
> wrote:
>
>> hi,
>>
>> why do you need that?
>>
>> --
>> greetings,
>> Piotr
>>
>> 2008/7/1 Amir Taaki <[EMAIL PROTECTED]>:
>>
>> Ok, but I'm not sure how this works to use bullet to do non dynamics based
>>> collision detection.
>>>
>>>
>>> On 6/30/08, Vincent Knecht <[EMAIL PROTECTED]> wrote:
>>>>
>>>> > bump- any ideas please?
>>>>
>>>> Just wondering, did you check if Bullet supports that ?
>>>> A quick search hints that this notion exists in Bullet...
>>>>
>>>>
>>>> > On Wed, Jun 25, 2008 at 12:53 PM, Amir Taaki <[EMAIL PROTECTED]>
>>>> wrote:
>>>> >
>>>> >> Hi!
>>>> >>
>>>> >> Is there a function in the api to do swept sphere collision testing
>>>> in cs?
>>>> >> If not, what is the best way to implement this test for collision
>>>> detection?
>>>> >> Thanks.
>>>> >>
>>>> >> http://www.peroxide.dk/papers/collision/collision.pdf (skip to
>>>> section 3)
>>>> >>
>>>>
>>>> >
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