I’m implementing a level editor in which I need to avoid the user to place objects overlapping other objects. There’re objects of really different sizes so user could, for example, place a bottle below a table so I need detailed collision checks so some objects could be inside the gaps of other.
I’ve tried using Node.collideWith(Collidable, CollisionResults) which ends up with an UnsupportedCollisionException if using any spatial as collidable parameter (it expects Ray or BoundingVolume). For this use case it’s not an option to use the bounding volume.
Also I’ve tried setting up physics (with minie) setting ghost controls with mesh collision shapes based on simplified low-res models and using GhostControl.getOverlappingObjects() but in the end uses AABBs so same here, not a good resolution collision check for this case
So here’s the question… Is there any way to do a mesh to mesh collision check in jme3 nowadays (or MeshCollisionShape to MeshCollisionShape in minie)? I know this could be a performance killer but I’m not using this in all frames, just in a callback when the user moves the object and not for all nodes in the scene, just a subset and also if a prior BB to BB collision is detected