Re: [Algorithms] Ray-AABB intersection
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From: <Chr...@Pl...> - 2000-08-10 23:57:34
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Pierre, do you need the intersection point to be calculated or
are you merely interested in the boolean hit/miss result?
If the latter, you can use a separating axis approach, which
is quite cheap (relatively).
For a description (with pseudo code), see the paper:
Arthur Gregory, Ming C. Lin, Stefan Gottschalk, Russell Taylor
"A Framework for Fast and Accurate Collision Detection for
Haptic Interaction"
Christer Ericson
SCEA, Santa Monica
"Pierre Terdiman" <p.t...@wa...>@lists.sourceforge.net on 08/10/2000
02:51:59 PM
Please respond to gda...@li...
Sent by: gda...@li...
To: <gda...@li...>
cc:
Subject: Re: [Algorithms] Ray-AABB intersection
Weird. Looks like mine, but it still doesn't work well.
......ok once again I think I'd better rederive everything from scratch and
write my own, yeepa.... (sigh)
----- Original Message -----
From: Zhang Zhong Shan <Zha...@ub...>
To: <gda...@li...>
Sent: Thursday, August 10, 2000 8:36 AM
Subject: RE: [Algorithms] Ray-AABB intersection
> There is an error in the book. But the source i downloaded from the
Internet
> seems right.
>
> /* Check final candidate actually inside box */
> if (maxT[whichPlane] < 0.) return (FALSE);
> for (i = 0; i < NUMDIM; i++)
> if (whichPlane != i) {
> coord[i] = origin[i] + maxT[whichPlane] *dir[i];
> if (coord[i] < minB[i] || coord[i] > maxB[i])
> return (FALSE);
> } else {
> coord[i] = candidatePlane[i];
> }
> return (TRUE); /* ray hits box */
>
> -----Original Message-----
> From: Pierre Terdiman [mailto:p.t...@wa...]
> Sent: Thursday, August 10, 2000 12:03 PM
> To: gda...@li...
> Subject: [Algorithms] Ray-AABB intersection
>
>
> Is there any known problem with Andrew Woo's Ray-AABB intersection code?
(in
> Graphic Gems I). It seems to miss some intersections... (?)
>
>
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