I don't quite know how to word this, how do I set an object so it cannot block 
others (and make them invisible) in the dynavis type culling? This is c++ 
source code I mean not a map file.


  ----- Original Message ----- 
  From: Amir Taaki 
  To: CS developers and users list 
  Sent: Thursday, July 03, 2008 3:23 AM
  Subject: Re: [CsMain] Support for swept sphere collision testing


  Well with camera it does point collisions and sometimes if it doesn't collide 
with the wall then it can still intersect halfway in. Therefore you do several 
raycasts but it still doesn't play nice because it's discrete hit detections 
that you interpolate with.

  Atm, it has an offset value from wall depending on distance to player but 
this is a bit weird since the camera has to protect from flipping along the 
trajectory... Lot's of suboptimal solutions to give the camera volume, swept 
sphere is most similar shaped/fastest for a camera. And maybe swept sphere can 
also be squashed :D

  
http://cel.svn.sourceforge.net/viewvc/cel/cel/trunk/plugins/propclass/cameras/tracking/tracking.cpp?view=markup

  Under FindCorrectedTransform ()


  On Wed, Jul 2, 2008 at 6:20 PM, Piotr Obrzut <[EMAIL PROTECTED]> wrote:

    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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