Hello, I have read over several things on Plane/AABB collision and I am still a bit confused on getting it to work correctly. My main question is how do you find the normal and diagonal min/max.
AABB to plane collision.
Started by simotix, Apr 06 2008 06:21 PM
3 replies to this topic
#1
Posted 06 April 2008 - 06:21 PM
#2
Posted 06 April 2008 - 07:21 PM
I don't get your question. The normal is a property of your plane, and min and max are properties of your AABB. What do you currently use to describe these entities?
C++ addict
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Currently working on: the 3D engine for Tomb Raider.
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Currently working on: the 3D engine for Tomb Raider.
#3
Posted 07 April 2008 - 12:34 AM
I was reading bronxbomber92's post from http://www.devmaster...hp/t-10324.html and got confused then I guess. However, how do I find the property (normal) of my plane? That and the "distance from origin"?
#4
Posted 07 April 2008 - 12:51 AM
You did not answer my question. How am I going to help you getting the normal if I don't know how you currently store your planes? What are your datastructures? Show some code (like, the struct or class storing your plane)!
Also, I'm beginning to suspect that you are confusing "plane" with "polygon". A plane is an infinite entity, e.g. it has no boundaries. As opposed to a polygon, which is bound by edges (and usually defined by a list of vertices that make up these edges).
Also, I'm beginning to suspect that you are confusing "plane" with "polygon". A plane is an infinite entity, e.g. it has no boundaries. As opposed to a polygon, which is bound by edges (and usually defined by a list of vertices that make up these edges).
C++ addict
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Currently working on: the 3D engine for Tomb Raider.
-
Currently working on: the 3D engine for Tomb Raider.
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