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Collision Detection and Redrawing specific Mesh Faces

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Hello, I''m trying to use D3DXIntersect to do some of my collision detection, specifically the collision between the player and the level their in. Below is the code I have right now:
void CCollisionMgr::CheckForCollision(float *pfPos, float *pfVel, float *fpRotate, bool *pbMov)
	BOOL bHit;
	float fU(0), fV(0), fDist(0);
	float fXDiff, fYDiff, fZDiff, fSize;
	DWORD dwFaceIndex;
	D3DXVECTOR3 vecDir;

	fXDiff = pfVel[0];//pfPos[0]+pfVel[0];
	fYDiff = pfVel[1];//pfPos[1]+pfVel[1];
	fZDiff = pfVel[2];//pfPos[2]+pfVel[2];

        //Rotate the direction vector so it matches the 
        //direction player is actually heading
	vecDir = D3DXVECTOR3(fXDiff, fYDiff, fZDiff);
	D3DXMATRIX smRotation;
	D3DXMatrixRotationYawPitchRoll(&smRotation, fpRotate[1], fpRotate[0], fpRotate[2]);//m_fYRot, m_fXRot, m_fZRot);
	D3DXVec3TransformCoord(&vecDir, &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &smRotation);
	D3DXVec3Normalize(&vecDir, &D3DXVECTOR3(fXDiff, fYDiff, fZDiff));

	//Intersection test
	std::list::iterator itr;
	for(itr=m_vLevelObjects.begin(); itr!=m_vLevelObjects.end(); ++itr){
		D3DXIntersect((*itr)->GetMesh()->GetMesh(), &D3DXVECTOR3(pfPos[0], pfPos[1], pfPos[2]),
			&vecDir, &bHit, &dwFaceIndex, &fU, &fV, &fDist, 0, 0);

	if (bHit==TRUE)
		fSize = (float)sqrt(fXDiff*fXDiff+fYDiff*fYDiff+fZDiff*fZDiff);

		if (fDist>fSize)
        //Otherwise nothing hit
	if (bHit==TRUE)
As it stands, this consistently says that the players path does intersect the mesh, but it always gives a distance to the intersection as being right around 660 (this never changes). So my first question would be does anyone know why this isn''t working at all? Secondly, I figure it might help to debug it if I could rerender whatever face the player is supposdly intersecting but I''m not sure how to use the face index generated from D3DXInteresect to access the face and then rerender it. Thanks for the help. - Chris

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For those of you checking this, if you know of a better method or know of a tutorial on doing collision detection with a mesh, that'd be great. Thanks again.


[edited by - broncosoftcr on June 1, 2004 11:42:14 PM]

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