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I need help detecting collisions with custom scene nodes. I put a custom node in an official tutorial and it's not solid.
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[quote][b][/b] wrote: OOOOOHHH WOOOOWW!!!! OOOOOOOHHHHH WWWWOOOOOWWWW!!!!! After hours of debugging, I found the answer! The old usage of "[b]setWorld()[/b]" was interfering with the "[b]MetaTriangleSelector[/b]"! I removed that part, and the imported objects are detected by the collision-detection system now! I did this to solve it: [code][b]// add a cube to test var cubenode = new CL3D.CubeSceneNode(); scene.getRootSceneNode().addChild(cubenode); var TriangleSelectorOfCubeNode = new CL3D.MeshTriangleSelector(cubenode.getMesh(), cubenode); MetaTriangleSelector = new CL3D.MetaTriangleSelector(); var colanimator = new CL3D.AnimatorCollisionResponse( new CL3D.Vect3d(6,12,6), // size of the player ellipsoid new CL3D.Vect3d(0,0,0), // position of the eye in the ellipsoid MetaTriangleSelector); colanimator.AffectedByGravity = false; cam.addAnimator(colanimator); var TriangleSelectorOfCubeNode = new CL3D.MeshTriangleSelector(cubenode.getMesh(), cubenode); MetaTriangleSelector.addSelector(TriangleSelectorOfCubeNode);[/b][/code] Then, I imported the external "[b].OBJ[/b]" file: [code][b]sampleobject = new ObjLoaderNode(); sampleobject.load(engine, "sampleobject.obj", 1); //filename + scale scene.getRootSceneNode().addChild(sampleobject); NewPositionOfSampleObject = new CL3D.Vect3d(0, 0, 50); sampleobject.Pos = NewPositionOfSampleObject; sampleobject.updateAbsolutePosition();[/b][/code] Then, I added these lines near the end of the OBJ Loader script: [code][b]var TriangleSelectorOfLoadedObject = new CL3D.MeshTriangleSelector(loaderNode.getMesh(), loaderNode); MetaTriangleSelector.addSelector(TriangleSelectorOfLoadedObject);[/b][/code] I copied the whole OBJ Loader script here with those lines already attached: [url]https://pastebin.com/raw/CwpiM7UB[/url] [b]Edit 1:[/b] I changed the pastebin link above because I added many comments, to help people understand parts of the script.[/quote]
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