Maybe check if thats getting like called a thousand times per frame or something?
Hmm, good idea. I'll test it out.
Thanks!
EDIT - Well it was only being processed once per frame but it still was chewing up the frame rate.
However, this does not:
// Aggro for level 1
if (activeLevel == "Map1")
{
csReversibleTransform trans1 = hero->GetMovable()->GetFullTransform();
csReversibleTransform trans2 = aggro1->GetMovable()->GetFullTransform();
csRef <csColliderWrapper> hero_collider_wrapper =
csColliderWrapper::GetColliderWrapper (hero_object);
if(hero_collider_wrapper->Collide(col_aggro1, &trans1, &trans2))
{
//Print("aggro collide");
engine->RemoveObject(col_aggro1);
}
}
This is the quick and dirty to say collide with an untextured spherical mesh, attached to a parent mesh (enemy) with accurate per-polygon collision detection. Once the sphere is collided, I remove it and tell the enemy to start attacking me.
Thanks for all the help
