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Docs: Make clear that TriMeshes are not treated as solid for point queries, even when solid
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Related: a method to check whether points are inside meshes, see dimforge/ncollide#317 |
Hi! The The ray-cast based alternative you suggested in dimforge/ncollide#317 remains the best way of doing this. Maybe we could provide it as an inherent method of |
That would certainly be useful to me, although my use case may be atypical (generic mesh queries rather than game engine specific). It's made a bit harder by this bug dimforge/ncollide#335 ; it's safest to fire a number of rays in different directions and find the consensus. I also haven't found any references to backfaces in the codebase, although I haven't been able to search too deeply yet. |
This issue is potentially resolved by oriented trimeshes now doing an actual containment check for |
The same was true in ncollide.
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