(This is a retranscript of a message posted on the usenet newsgroup
comp.lang.java.3d; I've read the interest list archive, I found out some
piece of information about hierarchical bounding volumes-based collision
detection mechanism, but I'm not yet convinced! Thanks for your help.)
Hi,
Well, I've got some questions about efficient implementation of collision
detection using Java3d structures.
Here is what I am using for now: Letting Java3d automatically compute
bounding volumes of my various objects (one moving object [actually a
particle-system-based mesh] and some static objects), I simply test for
collision between each particle at its new position and the bounding volumes
of each object. Then, if the result is true, I test for collision between
the segment (formed by the particle's old and new position) and all
triangles of the corresponding object.
This is quite crude a method. And the result is that, as long as no
collision between bounding volumes is detected, everything's fine, but as
soon as it gets to intersections to be computed between the particle and
every triangle, uh... It's very slow.
(By the way, is there a good tutorial somewhere, apart from Sun's, that
would explain picking clearly, since I'm now using the deprecated class
Intersect, which I'd like to replace with its non-deprecated equivalent I
would supposedly find in the various picking classes?)
So my idea (well, not really mine, but I want to use it) is to use
hierarchical bounding volumes. The problem is that it does not really fit in
Java3d, as far as my seekings have shown me.
What do you think is best? Completely getting away of Java3d for collision
detection and implement all by myself (which I would like to avoid since I
think Java3d provides really good mechanisms otherwise)? Or is there a way
to do that within Java3d structures anyhow? Or have I been mistaken thinking
it is not possible to use Java3d structures for
hierarchical-bounding-volume-based collision detection (this would be the
best piece of news, even if I have totally abandonned the idea of using
Java3d late collision detection mechanism)?
Thanks for all ideas, and I apologize for bringing the topic of collision
detection over again.
--
Roland Sarrazin
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