I started a project with JigLibX yesterday and I put in a peice of code to create a triangle mesh out of a model. So I could use this as an object in the world. But when I throw the triangle mesh. It passes right through the plane. So I got frustrated, and went to go look at JigLibX's source. It refers to the as static meshes, in the collision.detection namespace. Furthermore theres no StaticMesh - StaticMesh, and StaticMesh - Plane. The name Static implies it cant move. Am I using the wrong library if I expect to have custom meshes that bounce around in the world? I know I could use primitives to make the approximate shape. But with so many assets this seems like bogus work.
Yep, you maybe use the wrong library. JigLibX supports the dynamic basic primitives: box, spheres, capsules and the static primitives: heightmap, triangle mesh and plane.
At the moment there is no dynamic triangle mesh. Sorry.
Thank You! You could try to write your own CollisionDetector for your primitives and pass it to the collisionSystem. But that is not that easy :) JigLibX was written for the purpose to have a basic physic library in fully managed c#. Any triangleMesh collisions are expensive methods and would run slowly on the 360. So, to keep it simple&stupid the idea of the original JigLib Library (to have classes for collisions between basic primitves) is just perfect.