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  1. Tnx jerome, I just saw some playgrounds of yours about facets and collision and they're really impressive. So let me understand better: With: yourMesh.intersectsMesh(theParticle, true); I have the coordinates of the impact point on the mesh, that come from the particle coordinates. How can I use this coordinate to retrieve the mesh's hit facet index inside the mesh tree structure?
  2. Thanks for your kind suggestions, i'll give it a try this evening and report the results. I've another question on the same subject (collision between solid particle and mesh): are there any functions that can give you the normal of the mesh face hit by the particle? I mean: I surely know the vector that gives me the direction of the particle bullet, but no one grants me that the mesh face hit is normal to that vector (e.g. a sideswiped mesh). Many thanks yet!
  3. Hi all, my first post here. I'm learning babylon.js after having worked in three.js and I must say that I love this framework, many thanks to its creators for such a professional production. Actually I'm experiencing a little problem with collision detection between particles "fired" from a SolidParticleSystem and a mesh: I can trigger the collision between the particle and the mesh using particle.intersectsMesh(window.engine.scenes[0].meshes[15]) but intersectMesh() seems to become true when collision occurs with mesh's BoundingBox, which is way too approximate when I use a human mesh. Is there a way to calculate the exact point of collision from particle to mesh? I thought i could fire a BABYLON.Ray when intersectMesh() becomes true and retrieve the "real" intersection with mesh, is this a good approach or you think it can be done better? Are there any examples of using Babylon.Ray to retrieve exact intersection with a mesh? Thanks to all