RE: [Algorithms] Collision with less woes
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From: Warrick B. <War...@po...> - 2002-02-19 10:03:15
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You can't dangle a carrot like that and not elaborate further ;) I confess I do similar with a bit of a shove in some code but I don't like the thought of it either as I can imagine it's quite possible for it to cause some sticking/fall-through problems - I think I've probably been lucky so far to not see this happen but of course that doesn't mean it won't! If there is a 'better' way to handle this I'd love to know also. Warrick. -----Original Message----- From: Charles Bloom [mailto:cb...@cb...] Sent: 19 February 2002 00:08 To: gda...@li... Subject: Re: [Algorithms] Collision with less woes I think it's very important to NOT do this "shove", but I don't have time to go into details about why right now... At 04:10 PM 2/18/2002 -0500, Douglas Cox wrote: >This seems to work pretty well for us. I'm using a swept-sphere to tri test >in the same way as you described. When the sphere is found to be embedded ( >inside a tri or < some EPSILON from it ), the collision is flagged and I >generate a single 'shove' to push it back out. Generally the shove is very >small because the embedded distance is due to precision error. ------------------------------------------------------- Charles Bloom cb...@cb... http://www.cbloom.com _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=6188 |