Re: [Algorithms] Moving sphere, moving triangle collision
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From: Pop N F. <pop...@te...> - 2001-08-25 03:26:40
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Magic Software has what you're looking for. http://www.magic-software.com/Source/Distance3D/MgcDist3DLinTri.cpp Use the code to find the distance between a segment and a triangle. If the distance is smaller than the radius of your sphere they collide. kelvi ----- Original Message ----- From: "Michael Hughes" <mh...@h2...> To: <gda...@li...> Sent: Friday, August 24, 2001 17:36 Subject: Re: [Algorithms] Moving sphere, moving triangle collision > Can anyone explain, or point me to somewhere, that does a moving sphere > versus a static triangle? > I've checked out most of the obvious references (Graphic Gems, Game Gems, > Magic Software) and I still haven't come across an example, or paper, which > has moving sphere versus triangle collision detection. I can detect > collision between a plane and a moving sphere, but detecting whether or not > a triangle collides with a triangle is trickier. What's got me stuck is the > collision with the edges of the triangle. I can determine that the point of > contact between the sphere and the triangle isn't within the triangle, but I > can't figure out how to determine point along the sphere's path that it > intersects with an edge, if it does at all. There's lots of stuff I've read > which tells how to do a ray/line segment test, but this doesn't help me, as > my sphere is moving and I can't see away to apply a moving sphere to those > equations. And most of the code I've come across (gamasutra article and > others) do collision between the triangle and a moving sphere, but don't > handle edge collisions. > Can anyone help? > > Thanks, > Mike > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > |