|
|
Atari demoscene BBS
| Re: Collision detection |
|
Posted by: ray
|
Jul,29.2004-20:01
|
hiya bod,
imagine your 2d object's outline is made up of a polygon (which needs to be convex imo) and its vertexes are defined in a fixed order (either CW or CCW).
if you now want to check for collisions between a point and an object simply loop through all of the corresponding polygon's edges (=lines) and categorize by the sign of distance between this point and each line (ie. + or - , the distance's value doesn't matter).
depending on how you chose your vertex definition direction a point is in/outside of an area if it the signtest gave the same result for every edge.
hope this explanation isn't too sloppy
regards,
ray
|
[All messages in this thread] [Start new thread]
|
Topic
|
Posted by
|
Date
|
|
Collision detection
|
Bod/STAX
|
Jul,29.2004-19:27
|
|
Re: Collision detection
|
Bod/STAX
|
Jul,29.2004-19:28
|
|
Re: Collision detection
|
ray
|
Jul,29.2004-20:01
|
|
Re: Collision detection
|
Patrice Mandin
|
Jul,30.2004-17:21
|
|
Re: Collision detection
|
Patrice Mandin
|
Jul,29.2004-20:40
|
|
Re: Collision detection
|
Bod/STAX
|
Jul,29.2004-21:00
|
|
Re: Collision detection
|
Bod/STAX
|
Jul,29.2004-21:11
|
|
Re: Collision detection
|
Patrice Mandin
|
Jul,30.2004-10:57
|
|
Re: Collision detection
|
Bod/STAX
|
Jul,30.2004-13:07
|
|
Re: Collision detection
|
gwem
|
Jul,30.2004-13:20
|
What's the anti-troll code? That's your personal code to be able to add comments and messages on the dhs.nu site.
Don't have a code or forgot it? Fix it here.
|