LWJGL
June 19, 2013, 03:16:27 *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: LWJGL is now using GitHub
 
   Home   Help Search Login Register  



Pages: [1]
  Print  
Author Topic: Triangle Mesh Ray Casting Collisions and Volumetric Objects  (Read 643 times)
3DWalker
Newbie
*
Posts: 10


« on: May 31, 2012, 16:10:49 »

I am working on making a Game Engine using LWJGL, for it I'm trying to add implementation of ray collisions.

I am going to allow the following bound types, box, sphere, cylinder, capsule, cunvex hull, and triangle mesh.

All my objects in the game extend a class called RenderObject, which is where they setup the rendering for user defined shapes.

I would be able to figure out ray casting if I could figure out how to take the object verticies and create a volumetric mass, like some method of quickly knowing if a point is located inside an object, something along the lines of:

Code:
boolean collision = RenderObject.containsPointOfMass(float x, float y, float z);

How would I go about making the object into a volumetric object? Is there anything built in or semi-implemented?

Thanks in advanced.
Logged

The statement below is true.

The statement above is false.
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines
SMFAds for Free Forums
Valid XHTML 1.0! Valid CSS!