Re: [Algorithms] Ray picking in editors - best done with collision volumes, or visual volumes?
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From: David W. <da...@pl...> - 2004-11-26 17:59:45
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Yeah, that's how we did it too. Most assets have an AABB tree anyway. Some are special... for example our trees use cylinders and spheres for proxy collision detection. But we can also tell it to collide exactly with the branches, but in that case we automatically use the lowest geometric LOD which is a very tight approximation. Just using bounding volumes gets really bad once you start trying to build anything real. :) -- David Neall Verheyde wrote: > Funny, we just implemented this a couple of days ago. Our system uses > the collision representation if it can, and the AABB otherwise. We've > always got at least an AABB generated by the pipeline, so the fallback > is always available. The ray-caster can work with collision objects, > or raw bounding-volumes so it's easy to support both modes. > > Neall. > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.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 |