RE: [Algorithms] Ray picking in editors - best done with collision volumes, or visual volumes?
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From: Rowan W. <ro...@ir...> - 2004-11-26 04:11:32
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my 2 cents: - picking in an editor must be per poly. if you just use BV's only, = things get to be a pain when you are dealing with densely packed objects = and/or manipulating the scene from a distant viewpoint - as you say, not all objects have collision data. so its best to just = use the triangle render data. you can quickly whip up some simple = raycast routines specifically for the editor (eg linear iteration = through all polys in an object)... they dont need to be uber fast coz = you arent stressing them in realtime use rowan > -----Original Message----- > From: Megan Fox [mailto:sha...@gm...] > Sent: Friday, 26 November 2004 2:29 PM > To: gda...@li... > Subject: [Algorithms] Ray picking in editors - best done with=20 > collision > volumes, or visual volumes? >=20 >=20 > It seems like either could work, but both appear to have (fairly > major) drawbacks, so I'm curious what others have done here. >=20 > On the one hand, I could use my visual bounding volumes for the > picking. This has the advantage that anything visible can be selected > and worked with, but my concern is that my visual bounding volumes are > generally not that accruate - they're just a best-fit AABB per mesh, > that's it. It seems like I'll have tons of cases where it becomes > difficult to select one object due to another piece of intersecting > cruft (like a particle fountain or light object or whatever). >=20 > On the other hand, I could go with ray picking via my collision > routines. This has the advantage of fairly accurate bounds for all > the objects, but carries the significant disadvantage that just not > everything is going to BE collidable. Now I suppose I could get in > the habit of always defining a collision volume for an entity "just to > be thorough", even if said volume was just a trigger-type sphere, but > this strikes me as fairly wasteful. I could also get in the habit of > keeping collision data around for these visual-only entities but only > using it when editing, except then I'm maybe just wasting effort when > I should just go with the pre-existing visual AABBs. >=20 >=20 > What have people used in their engines, and which ends up being "good > enough"? This doesn't have to be pixel-perfect, my artist is just > getting tired of typing entity names into the console manually every > time he wants to toy with their position or a value ;) >=20 >=20 > Thanks, > -Megan Fox >=20 >=20 > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from=20 > real users. > Discover which products truly live up to the hype. Start reading now.=20 > 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=3D6188 >=20 |