   [fixed]BoundingBox problem
  Hi all,first of all let me show you the problems:Here is collision detect/block path from one side of Arc1)  And here the same thing but in other side of Arc.2)  And now my steps for accomplish the block path:1)Compute boundingbox with D3DXComputeBoundingBox only at initialization of each entitis.2)Everyframe I trasform the Max and Min point to world space with://=================================//Bounding box coordinate in world spaceD3DXVec3TransformCoord( &mBBoxWorld.maxPt, &mBBox.maxPt, &mWorldMat );D3DXVec3TransformCoord( &mBBoxWorld.minPt, &mBBox.minPt, &mWorldMat );3)Everyframe check aabb collision, if any:3.1)D3DXVec3TransformCoord( &RayPos, &RayPos, &worldInvTrans );D3DXVec3TransformNormal( &RayDir, dir, &worldInvTrans );HR(D3DXIntersect((*it)->getMesh(),&RayPos,&RayDir,&hit,&FaceIndex, &u, &v, &Dist,&allhits,&numHits));If hit and if dist<Min_distance I block the movement.Now the first question: 1)Is this the right way ? The things go quite good except for collision show in figure 2.2)The computed boundingbox is computed( :) ) when mesh is not animated, so like you can see in figure 1 the aabb is smaller then model.(The black cross is just a little mesh positioned in mBBoxWorld.maxPt)3)And for figure 2 what do you think is the problem? Why bounding box ar so small for arc ?Bye and thanks for you time;)[Edited by - repka3 on April 3, 2010 7:52:22 PM]
  uhm.... transform points with world matrix can rotate AABB which can become OBB.. right? the standard AABB test may fault..so ? which is the best way to translate aabb in model space (computed with D3DXComputeBoundingBox) in world space without recompute everyframe ? (i think computing this every frame is a problem for performance right?)thx..   ;  wrong model for character representation?  Or just use an OBB.  You appear to be running at >600FPS so performance doesn't currently seem to be even remotely an issue for you.Usually one uses capsules for humanoid bi-pedal entities because it's a relatively cheap check and there's no recompute for rotation.  For coarse grain CD a lot of games ignore limbs that protrude through the collision bounds (why in a lot of games you see toes/arms penetrate nearby geometry.Or just forget about it and integrate PhysX and let their library worry about it [smile]-me   ;  Thx! Do you know where can I find some examples for capsule bounding volume and aabb/capsule collision? I googled a little but nothing appear :) And yes i know performance is not a problem but i like learn the right things cause this is the reason for this project.. Learn :)   ;  anyway Fixed :) computing aabb only at initialization, then everyframe:1)compute the 8 corners of aabb in modelspace2)transform the 8 corners into world space (OBB)3)get aabb from this 8 cornerwork quite well, if i will find something for capsule bounding volume i will try to implement it.Thx to all :)   