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Get box collisions; Something in X3d not in U3d.
Topic Started: Sep 22 2007, 08:02 AM (292 Views)
skarik
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kitten eating scum
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Okay, in X3d, there was a function that sorta was like this: GetTrimeshCollision(Trimesh1,Trimesh2) and another like GetPrimitiveCollision(Primitive1,Trimesh1).

Now, in U3d, there isn't that. And if you ask me, with complex levels like the ones I have, doing GetDistanceToLevel about 64 times just to make a rough rectangular prism is almost on the area of not efficient.

Now, is there a way to do this in U3d without too much trouble?
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Dr. Best
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Checking for collisions between two meshes is incredibly computing time intensive, that's why Ultimate 3D doesn't offer a possibility to do this (because available functions usually get used ^_^ ). Collisions between primitives and meshes usually can be implemented through ray-tracing. For example you can put rays through some of the edges of a cuboid to get precise collision detection for it. Ultimate 3D 2.1 will come with a new function that makes it possible to find the closest point of a model. This will ease collision detection significantly and will make it easier.
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skarik
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kitten eating scum
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Quote:
 
For example you can put rays through some of the edges of a cuboid to get precise collision detection for it.

Shoot, I forgot about that.
Quote:
 
Ultimate 3D 2.1 will come with a new function that makes it possible to find the closest point of a model.

Sweet! That will make what I'm doing 100x easier.
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