Poly<->Poly Collision
hi,
Im trying to implement poly-poly collison in my engine, it works great,I can calculate if a point is in the polys plane and if it is in the poly, but when I rotate,translate or scale the object the collision fails because it is still working with the "original" vertices...
Do I have to get the current modelview matrix and then multiply it with all of my vertices....???
Or is there a way around this... is it possible to get the translated vertices from the pipeline or do I have to translate all twice... one normal and one custom round....???
Is there something easy I missed or is it even more complex....??
thanks,
:)
You cant read back transformed vertices. You have to multiply all moved/rotated/scaled vertices by modelview matrix. Why do you need poly-poly collision anyway? Try creting elipsoid CD first.
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There are more worlds than the one that you hold in your hand...
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