I believe I misread this. Never Mind. :^)
Doug.
>Subject: Re: [JAVA3D] Oh No! More on Collision Detection!
>To: [EMAIL PROTECTED], [EMAIL PROTECTED]
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>
>This optimization is not possible. Collision is a rendering independent
>feature. It only depends upon the geometry in the scene graph. Imagine
>someone walking backwards with the view platform. Rendering based
>semantics would prevent a collision from being detected behind the viewer.
>
>Doug Twilleager
>Sun Microsystems
>
>
>>
>>>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.
>>
>>No, current implementation did not do back face culling for collision
>>either. But this is a good suggestion for optimization in the
>>future. Thanks for your effort in writing the collsion
>>document.
>>
>>- Kelvin
>>--------------
>>Java 3D Team
>>Sun Microsystems Inc.
>>
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