Posted 09 March 2010 - 12:50 PM
That being, in the Quake 3 format, nodes have a left and right child. Where these nodes can be of 2 types, BSP tree nodes, or leaf nodes. BSP tree nodes mark that the child has further children to traverse. Where as the leaf node types marks the end of traversal of this route, and contains data for that node for rendering and collision detection.
Whilts I understand how this works for scene objects. In that the leaf node contains a list of collision brushes. Where each brush is the convex hull of a scene object. I dont understand how you are supposed to check for collisions agains the enviroment, that being the walls,floor and ceiling. Is this data stored in brushes as well? I dont see how that would woek as this enviroment data isnt convex.
Posted 09 March 2010 - 01:46 PM
Posted 09 March 2010 - 03:15 PM
and it doesn't mention anything about storing a list of planes. Only faces, which are used for rendering geometry (which dont have plane data, and I assume wont form a convex shape).
Posted 09 March 2010 - 05:08 PM
Posted 09 March 2010 - 06:40 PM
just correcting myself: if the object is behind *all* (not any) planes of the leaf, then you got a collision.
Posted 09 March 2010 - 09:39 PM
Thanks for your help
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