public BoundingBox CalculateBoundingBox(MeshCollisionData data)
        {
            var boundingBox = new BoundingBox();

            for (int i = 0; i < data.Boxes.Count; i++)
            {
                var box   = data.Boxes[i];
                var shape = new BoxShapeDescription(box.Dimensions);
                shape.LocalPose = box.Orientation;

                //WARNING: this is slow , really slow
                Vector3[] corners   = (new BoundingBox(-box.Dimensions * Vector3.One * 0.5f, box.Dimensions * Vector3.One * 0.5f)).GetCorners();
                var       transform = new Vector3[corners.Length];

                Vector3.Transform(corners, ref box.Orientation, transform);

                var bs = BoundingBox.CreateFromPoints(transform);



                boundingBox = boundingBox.MergeWith(bs);
            }

            //TODO: convex boundingbox not implemented!

            if (data.TriangleMesh != null)
            {
                boundingBox = boundingBox.MergeWith(calculateBBTriangleMesh(data.TriangleMesh));
            }

            return(boundingBox);
        }
        /// <summary>
        /// You can put a scale (-1) operation in the global pose, it works! (not for convex meshes though!)
        /// NOTE: WARNING: scaling not supported!!! (still not supported, it has been delayed for several reasons)
        /// </summary>
        /// <param name="data"></param>
        /// <param name="scene"></param>
        /// <param name="globalPose"></param>
        /// <returns></returns>
        private ActorDescription createActorDesc(MeshCollisionData data, StillDesign.PhysX.Scene scene, Matrix globalPose)
        {
            // From PhysX SDK:
            //There are some performance implications of compound shapes that the user should be aware of:
            //You should avoid static actors being compounds; there's a limit to the number of triangles allowed in one actor's mesh shapes and subshapes exceeding the limit will be ignored.
            //TODO: is this about triangle meshes only? EDIT: i dont think so



            // Pull scaling out of the transformation
            Vector3    scale, translation;
            Quaternion rotation;

            globalPose.Decompose(out scale, out rotation, out translation);

            //globalPose = Matrix.CreateFromQuaternion(rotation) * Matrix.CreateTranslation(translation);
            var scaleMat = Matrix.Identity;// Matrix.CreateScale(scale);


            ActorDescription actorDesc = new ActorDescription();

            for (int i = 0; i < data.Boxes.Count; i++)
            {
                var box   = data.Boxes[i];
                var shape = new BoxShapeDescription(box.Dimensions);
                shape.LocalPose = box.Orientation * scaleMat;
                actorDesc.Shapes.Add(shape);
            }

            for (int i = 0; i < data.ConvexMeshes.Count; i++)
            {
                var convex = data.ConvexMeshes[i];
                var shape  = new ConvexShapeDescription();
                shape.ConvexMesh = MeshPhysicsPool.CreateConvexMesh(scene, convex);

                shape.Flags = ShapeFlag.Visualization;
                actorDesc.Shapes.Add(shape);
            }



            if (data.TriangleMesh != null)
            {
                TriangleMesh triangleMesh;
                triangleMesh = MeshPhysicsPool.CreateTriangleMesh(scene, data.TriangleMesh);

                TriangleMeshShapeDescription shapeDesc = new TriangleMeshShapeDescription();
                shapeDesc.TriangleMesh = triangleMesh;
                shapeDesc.Flags        = ShapeFlag.Visualization; // Vizualization enabled, obviously (not obviously enabled, obvious that this enables visualization)

                actorDesc.Shapes.Add(shapeDesc);
            }

            actorDesc.GlobalPose = globalPose;
            return(actorDesc);
        }
        public Actor CreateActorStatic(StillDesign.PhysX.Scene scene, MeshCollisionData data, Matrix globalPose)
        {
            ActorDescription actorDesc = createActorDesc(data, scene, globalPose);

            if (actorDesc.Shapes.Count == 0)
            {
                return(null);
            }
            return(scene.CreateActor(actorDesc));
        }
        public Actor CreateActorDynamic(StillDesign.PhysX.Scene scene, MeshCollisionData data, Matrix globalPose)
        {
            ActorDescription actorDesc = createActorDesc(data, scene, globalPose);

            actorDesc.BodyDescription = new BodyDescription(10f); //TODO mass

            if (actorDesc.Shapes.Count == 0)
            {
                return(null);
            }
            return(scene.CreateActor(actorDesc));
        }
 public BoundingSphere CalculateBoundingSphere(MeshCollisionData data)
 {
     return(BoundingSphere.CreateFromBoundingBox(CalculateBoundingBox(data)));
 }