Hi EddieRay,
As I recall, you should be able to detect multiple objects against the collision mesh. You would just call the collision routine once for each object you're testing.
Currently, the collision system only supports sphere to mesh collision, so rotation is totally ignored, as it wouldn't do any good anyway.
BUT! We're (Sonic & Myself) are creating a new version of the collision system. Just to give you a sneak peak...
It's going to have sphere & ellipsoid (egg shaped) to mesh collision. Also, it now supports moving meshes. So for doors, elevators, etc... will push things around when they move.
The egg shaped collision will NOT rotate with the collision object. As it would get into "bending space" when the object rotated, and that gets nasty fast, lol.
Also, accurate "sphere to sphere" collision will be implemented. Multiple spheres can be moving and sliding collision between them works beautifully. It'll work with ellipsoids to, but the ellipsoids must be the same dimensions.
And there's more! Lol. We're working to implement AABBs (Axis Aligned Bounding Boxes) This means you can put a bounding box around an object and it will rotate with the object.
This AABB collision is planned to work against meshes. And to set the sights up higher, we're gunning for AABB to AABB collision, so you can have bounding boxes around players and enemies etc. set for collision against each other. The benefit here, is the dudes don't have to have boxes of the same dimension.
Now, to apply this to your problem above... You could set an AABB around the body of your vehicle, and then use sphere collision for each tire. That would allow the body of your vehicle to collide with the world and at the same time you get feedback on each tire from the collision system. So you could have it go off a jump and slowly nose up or down (depending on the vehicle) and then the body smashes into a wall or something.
One more thing too, the new system uses a DataBase style system to store the object/world data so it's not all shoved in RAM.
Kevin (Sonic) and I are going to have some fun this time
All you nice people on the forum will help us work the bugs out of it right?
BTW, I'm Matthew from NuclearGlory.com, if you were wondering, lol.
--Matrix molder
Yes, it is open source. And, hmm, I'm thinking it deserves a code re-write, as I recall the code being rather "unclean" and a pain to read and modify. And I can say that, cause I wrote it, haha.
I'm feelin' power motivated, so I'll prolly look into making the code easier to understand so you can port it. And ya know what! If it were used in conjuction with the collision system... it'd become super fast and error free.
Now that I posted this, I better get it done before you all start rioting and sending me viruses or something, haha, jk
P.S. The collision normal data will now be stored as a list, as you can collide with more than one surface at any frame. Which may be why you're experiencing a problem with the normals.