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3D Planar collision detection, I need help

Started by December 29, 2002 11:06 PM
2 comments, last by rm3 21 years, 10 months ago
Help me out here fellows. I have an average 3D engine going here and I want to make sure I don''t collide with walls. All of my polygons have their plane normals and distances calculated. I have two vectors: camera position and camera destination. I want to make sure that the vector from camera position to new destination doesn''t go through any polys. If it does then the camera can''t move. But I''m clueless as how to do this nicely. Can anyone point me to a tutorial that has a not-too-obliteratingly-confusing way to see if a vector passes a poly? I would greatly appreciate. thanks rm3
i used Eberly''s codebase at http://www.magic-software.com/SourceCode.html as a resource for all sorts of intersection tests. he has some pretty decent pdfs on full blown collision detection and AABB/OBB calculations as well.
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Thank you very much, I have downloaded two PDFs, Dynamic collision detection and seperating axes. They look intensely complex o_O But I will read over them.

in the mean time if any one else can add anything, please do =) I forgot to say before that (atleast right now), all of my polygons are flat quadrilaterals. So is there some simpler way to do collision detection taking advtange of these geometric constructs? Thanks!
http://astronomy.swin.edu.au/~pbourke/geometry/planeline/

http://geometryalgorithms.com/algorithms.htm

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