4/6/2023 0 Comments Vector 2d line collision![]() Using the exact same version I posted above I got these results when I took it for a test drive: That's strange, I've tested it and it's working for me except for that single case I described above. I did not get a result from this algorithm, sorry ! If you care about that case, I believe this answer on stackoverflow has a more complex version that addresses it. The algorithm still returns an intersectioin in that case. There's a subtle problem with the algorithm though, which is the case in which two lines are coincident but don't overlap. If (denominator = 0) return numerator1 = 0 & numerator2 = 0 Detect coincident lines (has a problem, read below) It's in C# but translating it to ActionScript should be trivial. This is faster than a brute force approach because many shapes can be skipped.I use the following method which is pretty much just an implementation of this algorithm. This traverses the ray through the tree skipping large numbers of shapes.Ī region query uses the tree to find all leaf AABBs that overlap a query AABB. Instead, you can maintain a dynamic tree and perform ray casts against the tree. This would be inefficient because it does not take advantage of shapes being spread out. You could perform a ray cast against the scene in a brute force manner by ray casting each shape. ![]() For example, you may have hundreds of shapes in your scene. The tree structure allows for efficient ray casts and region queries. The tree uses rotations to keep the tree balanced, even in the case of degenerate input. Each internal node in the tree has two children. The dynamic tree is a hierarchical AABB tree. Instead it operates on axis-aligned bounding boxes (AABBs) with user data pointers. The b2DynamicTree class is used by Box2D to organize large numbers of shapes efficiently. In this case, the time of impact function will not miss any collisions. You can use fixed rotations to perform a shape cast. The sweep structure defines the initial and final transforms of the shapes. The function requires two shapes (converted to b2DistanceProxy) and two b2Sweep structures. Normally, these missed rotational collisions should not harm game play. There may be cases where collisions are missed for small rotations. It is difficult to put a restriction on the rotation magnitude. You cannot make a hollow circle using the circle shape.
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