On Wednesday, March 19, 2003, at 10:47 AM, Jim Hurley wrote:
But you have to do this for each line segment pair. If there are n line segments in one sprite and m in the other, there will be n*m potential intersections. Heavy!!!
If it were me, I would just fake it by calling it a collision if the distances between their centers (locs) are less than a specified number. But I am a person of loose morals.Dar Scott wrote: And I tend to legalistic.
There may be a way to mix styles. If we limit our attention to the intersection of the bounding rectangles of the two polygons, then we can eliminate those line segments that do not intersect or are otherwise not "near" the intersection rectangle. In the worse case this is more work, but on the average it should be less "heavy". Use your "loose morals" to come up with "near".
(snip)
Dar,
You have obviously given this a lot of thought! And I'm sure you are right about a two pronged approach being the right one: First check to see if the locs are close enough that it is *possible* for the two polygon boundaries to intersect, and, if so, then check to see if any of the line segments do indeed intersect; this would define a collision.
Jim _______________________________________________ use-revolution mailing list [EMAIL PROTECTED] http://lists.runrev.com/mailman/listinfo/use-revolution
