MogreNewt Body from .BSP?

nand

28-03-2010 10:17:09

Hey,

Is it possible to get a rigid Body from meshes loaded by a .bsp map? I need to work with Quake3 maps for a project and I need objects to collide with the world.
Here is what I have attempted so far, however it does not work. (No collisions)

// Create world
MogreNewt.CollisionPrimitives.TreeCollisionSceneParser colworld = new MogreNewt.CollisionPrimitives.TreeCollisionSceneParser(world);
colworld.ParseScene(sceneMgr.RootSceneNode, 2); // I have no idea what the ID is for, but I used 1 for my player so might as well use 2 for my world?
Body worldBody = new Body(world, colworld);
worldBody.AttachNode(sceneMgr.RootSceneNode);
worldBody.IsFreezed = true;
colworld.Dispose();


Is there anything wrong with this code, or does the problem lie elsewhere?
Note: I have also been unable to get .ApplyTorque() to work *at all*, for gravity I'm using .Velocity +=, and for WSAD movement I'm using .SetPositionOrientation() + trigonometry (using the camera's rotation).