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Export AABB or create new object based on AABB

 
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LamptonWorm
Member


Joined: 03 Sep 2007
Posts: 4

PostPosted: Thu Sep 06, 2007 11:31 am    Post subject: Export AABB or create new object based on AABB Reply with quote

Hi,

I use Blitz3D and it would be cool to load up a model created then exported from DeleD but for it to have a child mesh (or limb, whatever) that is based on the AABB data (that you see when you hit F7), so that mesh could be used just for collision. That would let us have as much poly detail as we want, but retain a basic (and thus fast) collision mesh.

Either that or some way to create a totally new mesh based on the AABB data somehow within DeleD (?) would achieve the same kinda thing.

Any ideas how to go about this, or perhaps this belongs in feature requests!

Cheers,
LW.
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vgo
DeleD PRO user


Joined: 19 Jan 2007
Posts: 28
Location: Finland

PostPosted: Fri Sep 07, 2007 6:29 am    Post subject: Reply with quote

Why would you need DeleD to do this for you??? Calculating AABB is easy, just take the min/max value of each axis and there you go and using AABB for (3D) collision detection doesn't work that well anyway...
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sat Sep 15, 2007 2:37 pm    Post subject: Reply with quote

So what you are suggestion is an option in the exporter that takes every primitive in the scene, and creates a duplicate object that's just a box?

That sounds like a very specific workflow. The amount of primitives you use would determine the precision of collission detection and, like vgo said, for a lot of geometry an AABB is an aweful choice of collission mesh.

May I ask how you are going to actually use these collission meshes? Does Blitz3D allow for a convenient way to take child objects from a mesh and use them as replacement collission volume?
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