Probably this is common questions but what can some body suggest robust and stabe continuous collision between moving sphere and moving triangle?
Simple Ray vs Triangle do not work in this case.
Find plane and time where all 4 points are on the same plane do not work too becouse collision occur before the sphere is in the triangle...
Any ideay, links, papers or may be code?
Thanks,
DevO
Moving Triangle vs Moving Sphere
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Re: Moving Triangle vs Moving Sphere
Bullet includes a general way to do continuous collision, between moving convex objects. It depends on how they move, which routine to take. Is the movement just translation, or is there also rotation?DevO wrote:Probably this is common questions but what can some body suggest robust and stabe continuous collision between moving sphere and moving triangle?
Simple Ray vs Triangle do not work in this case.
Find plane and time where all 4 points are on the same plane do not work too becouse collision occur before the sphere is in the triangle...
Any ideay, links, papers or may be code?
Thanks,
DevO
The general moving convex-convex algorithm that Bullet uses is very efficient, so I can recommend that. It follows a paper by Gino van den Bergen, visit the http://www.dtecta.com/ website, goto 'interesting' and check out the 'raycasting against convex objects', which includes sphere-cast. If you need the rotational case too, you can use Bullet's btContinuousConvexCollision, as described in http://www.continuousphysics.com/Bullet ... ection.pdf
See Demos/ContinuousConvexCollision and Demos/GjkConvexCastDemo in Bullet 2.14 (or later). The pure-linear version is implemented in the SubsimplexCast: http://www.continuousphysics.com/Bullet ... xCast.html
Dave Eberly's geometric tools website might have a solution for the specific case: http://www.geometrictools.com
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