Is there a collision box (slab) alternative to setting the collision ellipsoid / ellipsoidOffset when using checkCollisions / moveWithCollisions? (With ‘slab’ I mean the same as a ‘box’, just to hint that it need not be a same size cube.)
When moving around with a FreeCamera on a scene with a Ground and some meshes (loaded models) and a basic shape Box, all with checkCollisions set to true, then I notice that the meshes use the ellipsoid / ellipsoidOffset property of the mesh for collision. And for the simple box mesh (created with BABYLON.MeshBuilder.CreateBox) the collisions are nicely in a box (slab) manner: straight instead of round at the edges.
I am looking for a way to set a box like collision property on the loaded mesh, without the need to create an invisible box mesh (for collision computations) myself or to revert to complex collisions (e.g. traverse all mesh faces etc.). Especially for loaded models that fit better in a simple collisions box (slab) shape instead of a simple ellipsoid (round) shape, the collision box would be a better choice.
The collision box (slab) would not need to be the same size as the bounding box; but the bounding box would be a nice default starting point for setting the collision box. Notice that the BoundingInfo class already works with both a bounding box as well as a sphere (ellipsoid): BoundingInfo - Babylon.js Documentation
If there’s some obvious reason why one should always revert to creating (hidden) collision box manually, let me know as well Then I’ll just keep on creating hidden boxes with collisionsEnabled for my loaded models…