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*To*: linuxgames@sunsite.dk*Subject*: Collision detection between BV hierarchies*From*: "Miguel A. Osorio" <maos@gbl.com.br>*Date*: Thu, 20 Feb 2003 18:00:38 -0300*Delivered-to*: archiver@seul.org*Delivered-to*: mailing list linuxgames@sunsite.dk*Delivery-date*: Thu, 20 Feb 2003 16:44:36 -0500*Mailing-list*: contact linuxgames-help@sunsite.dk; run by ezmlm*References*: <20030202143627.71FA3E43A@whouse.4orsi.it> <3E3D304A.90204@airmail.net> <20030202151533.4A655E43A@whouse.4orsi.it> <3E3D450E.3050501@airmail.net> <3E481ACA.C89B4715@gbl.com.br> <3E491CD4.7010409@gmx.de> <3E4A615A.6010607@airmail.net>*Reply-to*: linuxgames@sunsite.dk*Sender*: hornet@seul.org

Hey people, Given a bounding volume(BV) hierarchy per object, you can use a simple approach to find the first "hit" between the two (you can find an example of this in the book Real Time Rendering, Akenine-Moller and Haines). My problem is, that's not good enough. I'd like to have a list of all hits occuring between the hierarchies. For instance, if you have a tank with two parallel cannons in it's turret, and both cannons hit a box, the first scheme only reports one collision, between one of the cannons and the box, but what I need is to know about both collisions. Does anyone know how to do this, or have any pointers? Many thanks, Miguel A. Osorio.

**Follow-Ups**:**Re: Collision detection between BV hierarchies***From:*"Miguel A. Osorio" <maos@gbl.com.br>

**References**:**3d graphics***From:*"Francesco Orsenigo, Xarvh Project" <xarvh@lombardiacom.it>

**Re: 3d graphics***From:*Steve Baker <sjbaker1@airmail.net>

**Re: 3d graphics***From:*"Francesco Orsenigo, Xarvh Project" <xarvh@lombardiacom.it>

**Re: 3d graphics***From:*Steve Baker <sjbaker1@airmail.net>

**Triangle-Triangle Intersection Tests***From:*"Miguel A. Osorio" <maos@gbl.com.br>

**Re: Triangle-Triangle Intersection Tests***From:*Gregor Mückl <GregorMueckl@gmx.de>

**Re: Triangle-Triangle Intersection Tests***From:*Steve Baker <sjbaker1@airmail.net>

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