Search found 2 matches
- Thu Mar 14, 2013 3:38 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Support Mapping Function for Triangles with MPR
- Replies: 2
- Views: 6278
Re: Support Mapping Function for Triangles with MPR
Hello again, **Edit 15th March 2013** **Added a case for when the 2 centers are perfectly on-line to the origin ray. I have found a solution that seems to work: Vector3 Triangle::GetSupportPoint(const Vector3& normal) const { f32 maxDist = FLT_MIN; s32 maxIndex = -1; Sphere sphere(EPSILON); //Sp...
- Wed Mar 13, 2013 3:46 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Support Mapping Function for Triangles with MPR
- Replies: 2
- Views: 6278
Support Mapping Function for Triangles with MPR
Hello Folks, I am currently implementing a physics engine for a game project, modelling after XenoCollide by Gary Snethen. (Games Programming Gems 7) I have a simple question with regards to support mapping function for triangles in 3D space. Currently, this is what I have: - Suppose the Triangle st...