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lucky6969b

Collision detection code won't work for hierarchical objects

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lucky6969b    1330
Hello, With the following code snippet, it works fine for static objects which don't have hierarchies. Any ideas why? It works for chunk meshes. Bounding boxes just gone missing when I render the hierarchical objects. [code]
bool CMesh::InitBounds()
{

D3DXVECTOR3 vBoxMin, vBoxMax;
float fRadius;
LPD3DXFRAME pCurFrame = mFrameRoot;
LPD3DXMESHCONTAINER pCurMesh;
stack<LPD3DXFRAME> st;
st.push(pCurFrame);
while(!st.empty())
{
pCurFrame = st.top();
st.pop();
if(pCurFrame != NULL)
{
pCurMesh = pCurFrame->pMeshContainer;
while(pCurMesh != NULL)
{
if(pCurMesh->MeshData.pMesh != NULL)
{
BYTE *pVertices;
pCurMesh->MeshData.pMesh->LockVertexBuffer(D3DLOCK_READONLY, (LPVOID*)&pVertices);
D3DXComputeBoundingBox( (D3DXVECTOR3*)pVertices, pCurMesh->MeshData.pMesh->GetNumVertices(),
D3DXGetFVFVertexSize(pCurMesh->MeshData.pMesh->GetFVF()), &vBoxMin, &vBoxMax );
// m_vSphere center is dummy, dx function won't work if not filled
D3DXComputeBoundingSphere((D3DXVECTOR3*)pVertices, pCurMesh->MeshData.pMesh->GetNumVertices(),
D3DXGetFVFVertexSize(pCurMesh->MeshData.pMesh->GetFVF()), &m_vSphereCenter, &fRadius);
pCurMesh->MeshData.pMesh->UnlockVertexBuffer();

m_vBoxMin.x = min(m_vBoxMin.x, vBoxMin.x);
m_vBoxMin.y = min(m_vBoxMin.y, vBoxMin.y);
m_vBoxMin.z = min(m_vBoxMin.z, vBoxMin.z);
m_vBoxMax.x = max(m_vBoxMax.x, vBoxMax.x);
m_vBoxMax.y = max(m_vBoxMax.y, vBoxMax.y);
m_vBoxMax.z = max(m_vBoxMax.z, vBoxMax.z);
m_fSphereRadius = max(m_fSphereRadius, fRadius);
}
pCurMesh = pCurMesh->pNextMeshContainer;
}
st.push(pCurFrame->pFrameFirstChild);
st.push(pCurFrame->pFrameSibling);
}
}
m_vSphereCenter = (m_vBoxMax + m_vBoxMin) / 2.0f;

BYTE* pVertices;
mMesh->LockVertexBuffer(D3DLOCK_READONLY, (LPVOID*)&pVertices);
D3DXComputeBoundingBox( (D3DXVECTOR3*)pVertices, mMesh->GetNumVertices(),
D3DXGetFVFVertexSize(mMesh->GetFVF()), &m_vMind, &m_vMaxd );
D3DXComputeBoundingSphere((D3DXVECTOR3*)pVertices, mMesh->GetNumVertices(),
D3DXGetFVFVertexSize(mMesh->GetFVF()), &m_vCenterd, &m_fRadiusd);
mMesh->UnlockVertexBuffer();

float x = fabs(m_vBoxMax.x - m_vBoxMin.x);
float y = fabs(m_vBoxMax.y - m_vBoxMin.y);
float z = fabs(m_vBoxMax.z - m_vBoxMin.z);

D3DXCreateBox(m_pDevice, fabs(m_vBoxMax.x - m_vBoxMin.x), fabs(m_vBoxMax.y - m_vBoxMin.y),
fabs(m_vBoxMax.z - m_vBoxMin.z), &m_pBoundingBox, NULL);
D3DXCreateSphere(m_pDevice, m_fSphereRadius, 12, 12, &m_pBoundingSphere, NULL);

D3DXComputeNormals(m_pBoundingBox, NULL);
D3DXComputeNormals(m_pBoundingSphere, NULL);

return true;
}
[/code]

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