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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