When doing collision detection and response -- is it *necessary* to first find the *closest* colliding triangle before pushing back and recursing, or can you just push back on the first collision triangle you find?
Collision Detection & Response
So I'm trying to figure out the proper way to handle collision response and iteration in a case like this . . . I keep ending up getting pushed through the floor by the diagonal wall:
[sharedmedia=core:attachments:18727]
can you maybe review this collision detection/response logical pseudocode and possibly point out any fundamental flaws?
checkTriangles(start, end):
collision_distance = infinity
collision_occured = false
for triangle in triangles:
if check_collision( triangle ):
if triangle_distance < collision_distance || collision_occured == false:
collision_distance = triangle_distance
collision_triangle = triangle
collision_occured = true
if collision_occured:
end += collision_triangle->normal * pushback_factor
checkTriangles(start,end)
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement