I have a game I’m working on which requires me to detect what geometry the user clicks on. I’m able to use a pick ray and iterate over all my geometries and use the intersect method. I then find the one with the shortest distance and call it
The issue I’m running into is sometimes I can very clearly see a mesh, but I can’t pick it. When I iterate over all the geometries and I get to the one I’m supposed to be intersecting with my pick ray, I get no intersections.
I think I’ve tracked this down to the bounding sphere. In some cases the sphere is not completely surrounding my geometry. It’s leaving a bit chopped off at the bottom or a side. I think I have narrowed when this happens down to me having geometry
with two distinct unconnected sections, contained in a single geometry instance.
Does Balder support situations where a single mesh may have two or more sections that may be unconnected by any shared vertices. If so, are you aware of any bug that could cause the bounding sphere to calculate incorrectly in those situations?
Please help me understand Balders position on this. If this is something that is supported, I’ll try to put together a demo. If this isn’t something Balder will do, I’ll get back to the drawing board on that part of my game.