Kelvin Chung wrote:

>is return for USE_BOUNDS. Otherwise, for USE_GEOMETRY, current
>implemetation do a brute force O(n^2) check for each triangle.
>So the first pass is pretty quick but the second pass is very
>slow.

Ok, for the article - clarification point - even if you are have
USE_GEOMETRY, it will do a fast bounds cull first and then do polygonal
tests on the remaining contentious bounding boxes.

Now second question: Are you doing anything like checking for vectors of
the polygons that are facing in the direction of the contact point? I'm
wondering if the collisions are assuming twosided polygons and testing
every single polygon in the object or if you are doing a visibility
style backface cull of polygons that can't be seen from the current
"position" before doing tests on actual polygon intersections? I suppose
you can't do this on object to object collisions, but viewpoint to
object collisions it should give a significant performance increase as
you only have a simple dot product to calculate rather than the more
complex polygonal intersection tests.

--
Justin Couch                                    Author, Java Hacker
http://www.vlc.com.au/~justin/               Java 3D FAQ Maintainer
http://www.j3d.org/              J3D.org The Java 3D Community Site
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