How can I find all triangles in a scene that fall inside a 3D box?

Oh, I see I answered this one in How to efficiently find which triangles in a scene might intersect a given triangle? - #2 by michalis :slight_smile:

In short: BoxCollision is not what you need, you have to create what you need (like AllBoxCollisions method I suggest in the linked answer). It can indeed follow some logic of BoxCollision, just not exit early, instead call something (e.g. user-provided callback) for each triangle.

I’m sure you can leverage the existing octree structure to achieve this.

Possibly you can even do this from a unit outside of CGE, imlementing AllBoxCollisions on an octree given as a parameter. Though I’m not 100% sure about this, if need be – modifying CGE to add AllBoxCollisions also makes sense, and we would welcome such PR :slight_smile: