Re: [Algorithms] Colliding against polygon soup
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From: Brian H. <bw...@wk...> - 2000-12-07 05:47:42
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At 09:46 AM 12/7/00 +0800, Conor Stokes wrote: >OBB-Trees can apply to interiors rather well actually. Heightmaps are >special cases anyway, and suited to quadtrees much better (they are a very >2d collision problem.) I dislike the assumption that a terrain = heightmap. I'd like to use a generalized mesh to represent a terrain region, say something like you'd say in the old Dagoth Moor demo that shipped with the GeForce. Overhangs, caves, etc. So if you're building an interior with OBB-Trees, how do you do it? I mean, not the technical stuff, I'm talking about the logical stuff -- do you end up building it as discrete pieces (column 0, dais, stairs, rail, etc.) or as a single monolithic mesh and there's some magic OBB-Tree creation algorithm I'm unaware of that automatically takes a mesh and decomposes it into sane OBBs? >with the same entity. Eg, a sphere can collide with 2 triangles, and needs >to be pushed back from both of them. I'm having a hard time visualizing this...what's an example of this? Do you mean the case where the sphere is going into a "V" and pushing off of one triangle forces it into the other? Brian |