Collisions in 3D
Posted: Sun Nov 08, 2009 10:50 am
Okay... so I've worked with 2D collisions quite a bit, and I'm wondering what are the most commonly used methods for collision in 3D? Can you apply the rectangular and circular collision concepts to a rectangular cube or sphere?
My guess... for reasonable dirty collisions I would do the best I could to define rectangular dimensions around an object and run greater than/less than boundary tests... does that sound about right?
I'm currently researching the model matrix and how to determine the new location of a vertex after it's been translated, rotated or scaled... I'm gathering I can use glGetFixed() and retrieve the GL_GET_MATRIX_POSITION to run some tests?
My guess... for reasonable dirty collisions I would do the best I could to define rectangular dimensions around an object and run greater than/less than boundary tests... does that sound about right?
I'm currently researching the model matrix and how to determine the new location of a vertex after it's been translated, rotated or scaled... I'm gathering I can use glGetFixed() and retrieve the GL_GET_MATRIX_POSITION to run some tests?