Hi Johannes,
Johannes Brunen wrote:
>
> Sorry, but no. Collision detection must answer much more subtle
> questions:
> Who is colliding to whom; what is the exact collision point.
> We are interested solely in the depth information. I'm concerend about
> the
> computational complexity which goes along with a collision detection
> scheme.
You're right in general, but there are a lot of applications (e.g. interference
detection) that don't need all the details like intersection depth etc., so the
library that Gabriel announced has special cases to only detect one collision
and stop processing to speed up the process. Once you do that, it is very close
to what you need. Admitted, knowing that one of your objects is just a frustum
could allow you to optimize some things, but that would be quite a bit of
coding
effort.
I would give it a try. Gabe has been working on collision detection for many
years, and his code is pretty optimized. Collision checks between fairl
sizeable
objects only take a few milliseconds.
Yours
Dirk
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