Re: [Ardor3D] CollisionTreeManager
Posted by Stefan on Feb 26, 2015; 12:39pm
URL: https://forum.jogamp.org/Ardor3D-CollisionTreeManager-tp4034063p4034067.html
Hello Gouessej,
thanks for your quick reply! Perhaps I should provide some more information about my setting: My scene consists of primitives (e.g. boxs and spheres) and meshes. Primitives and meshes can be grouped together (for this purpose I use Nodes). Groups can be hierarchical (nested Nodes). There can be multiple trees with this structure below the root Node.
Since the same mesh/geometry can appear several times in this structure and the meshes can be big, I thought it would be a good idea to clone/instantiate the geometry (to save memory). For this purpose I used makeCopy(true). However, when I use makeCopy(true), the returned Mesh does not have a CollisionTree registed at CollisionTreeManager. In my opinion it should be the same as the source Mesh's one? If the Mesh gets picked for the first time, the computation takes 5-6 seconds.
I thought your question was aiming on whether all "instances" of a Mesh are contained by the same parent Node. This is not the case. But some instances might share a common ancestor Node, but not necesarily.
Thanks for your help!
Regards,
Stefan