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No collsion with mesh collider


SpiderPig
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Go to solution Solved by Josh,

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I thought I'd better post this here as I think it's a bug.  Though I'm not sure...  I can't seem to get the mesh to collide with the falling cube - I think I got the collider in the right spot to catch the cube.

#include "UltraEngine.h"
#include "Components/Mover.hpp"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);
    camera->SetFov(70);
    camera->SetPosition(0, 1, -5);

    camera->SetDebugPhysicsMode(true);

    //Create a light
    auto light = CreateBoxLight(world);
    light->SetRotation(35, 45, 0);
    light->SetRange(-10, 10);

    bool flip = true;
    float extents = 3.0f;
    vector<Vec3> verts;
    if (flip == false) {
        verts.push_back(Vec3(-extents, 0.0f, -extents));
        verts.push_back(Vec3(extents, 0.0f, -extents));
        verts.push_back(Vec3(0.0f, 0.0f, extents));
    }
    else {
        verts.push_back(Vec3(-extents, 0.0f, -extents));
        verts.push_back(Vec3(0.0f, 0.0f, extents));
        verts.push_back(Vec3(extents, 0.0f, -extents));
    }

    auto c = CreateMeshCollider();
    c->AddFace(verts);
    c->Finalize();

    auto pivot = CreateModel(world);//Works
    // auto pivot = CreatePivot(world);//Dosn't Work
    pivot->SetCollider(c);
    pivot->SetCollisionType(COLLISION_SCENE);

    world->SetCollisionResponse(COLLISION_SCENE, COLLISION_PROP, COLLISION_COLLIDE);

    //Main loop
    vector<shared_ptr<Entity>> cubes;
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) {
        if (window->KeyHit(KEY_SPACE) == true) {
            auto cube = CreateBox(world);
            cube->SetPosition(0.0f, 10.0f, 0.0f, true);
            cube->SetMass(1.0f);
            cube->SetCollisionType(COLLISION_PROP);

            cubes.push_back(cube);
        }

        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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  • 4 weeks later...
  • Solution

This is fixed in today's update. CreateMeshCollider arguments have changed. You can either input a triangle or quad mesh, or a vector-of-vectors of Vec3s. The first is the simple usage, the second one handles faces with any number of edges, and different numbers of edges for each face.

  • Thanks 1

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