Re: pfGetNodeBBox

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Jim Helman (jimh++at++surreal)
Wed, 15 Dec 93 12:47:25 -0800


> That is, the vehicle goes up a hill before it gets there!

Perhaps you are using pfNodeBSphere(node, sph, PFBMODE_PSYCHIC)?

First, on nodes, you should use pfGetNodeBSphere(), not
pfGetNodeBBox(), which is currently useless since it merely returns a
bbox around the node's bsphere, i.e. you get a bounding cube!

If you want a tight bound on the vehicle, you should apply
pfuCalcBBox() once at db load time to the group under the DCS and then
use the DCS matrix at frame time to transform the bounding box. If a
looser bound is OK, forget pfuCalcBBox()*pfGetDCSMat() and use
pfGetNodeBSphere() on the DCS.

There's no way for Performer to anticipate where the vehicle will be.
I suspect you are seeing something which you don't expect because
of the box-around-sphere behavior.

rgds,

-jim helman

jimh++at++surreal.asd.sgi.com
415/390-1151


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