Hi
I am trying to test intersection between two quads without using the usual method.
I want to just do this
test if each vert in quad2 lies between verts of quad1
like:
sort q1x values into ascending order
I then test between the smallest and the largest value of x with the point
ie
if smallx <= quad2x and largex >= quad2x
and I do the same for my y values.
I am using this to test per quad on my objects made up of quads
to see if they collide, this will be done for many arbitrary quads.
The formula I am hoping is working is:
lim E = 0
E->0
where E is my error, so over many quads this will bring about a small error
Will this be faster than traditional methods or will it be way too slow or innacurate?
Fast/Accurate collisions
Started by Nyad, Feb 27 2008 05:48 PM
2 replies to this topic
#1
Posted 27 February 2008 - 05:48 PM
#2
Posted 27 February 2008 - 08:51 PM
That sounds like what it comes down to is approximating each quad by an AABB.
So it will be a good approximation if your quads are nearly AABBs, but bad if they are not.
It will definitely be faster than doing actual quad intersections.
I don't understand the part of your post that talks about "many arbitrary quads" and the error going to zero in some limit. (By the way, the statement you've written says that E approaches zero as E approaches zero. Rather vacuous.
)
So it will be a good approximation if your quads are nearly AABBs, but bad if they are not.
It will definitely be faster than doing actual quad intersections.
I don't understand the part of your post that talks about "many arbitrary quads" and the error going to zero in some limit. (By the way, the statement you've written says that E approaches zero as E approaches zero. Rather vacuous.
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#3
Posted 27 February 2008 - 08:56 PM
yeah :)
well the whole object is made up of quads which do vary slightly of cource.
But yes they would be similar to AABB quads. Also they are very small as i aim to have high detail, high poly count objects so it is more or less accurate then.
Thanks, now that I know it is suited well it will make the engine simpler and faster
well the whole object is made up of quads which do vary slightly of cource.
But yes they would be similar to AABB quads. Also they are very small as i aim to have high detail, high poly count objects so it is more or less accurate then.
Thanks, now that I know it is suited well it will make the engine simpler and faster
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