Filtering axis

sebastiend
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Joined: Tue Feb 05, 2008 10:15 am

Filtering axis

Post by sebastiend »

Which method must be used to filter collisions through axis, in the case of the z position of a shape does not matter?
Searching on the forum, the way to release what I wish seems to be the btAxisSweep3 class.
But how to use it to get this result?
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Erwin Coumans
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Re: Filtering axis

Post by Erwin Coumans »

sebastiend wrote:Which method must be used to filter collisions through axis, in the case of the z position of a shape does not matter?
Searching on the forum, the way to release what I wish seems to be the btAxisSweep3 class.
But how to use it to get this result?
What do you exactly mean by 'filtering collisions through an axis"? Do you mean ignoring the axis, and always reporting collisions, even if there is no overlap on that axis?

How do you intend to use it?
Thanks,
Erwin
sebastiend
Posts: 6
Joined: Tue Feb 05, 2008 10:15 am

Re: Filtering axis

Post by sebastiend »

In orthographic view of a camera, further objects seem to be on the same plane than the others.

Two puzzle games make use of this efficiently:

http://www.youtube.com/watch?v=NVwoTR5kWCQ
http://www.youtube.com/watch?v=PlcjulepkVs

In the way I think it, one of the three axis does not matter and a little switch is needed when the camera rotate.
sebastiend
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Joined: Tue Feb 05, 2008 10:15 am

Re: Filtering axis

Post by sebastiend »

up
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Erwin Coumans
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Re: Filtering axis

Post by Erwin Coumans »

Bullet already has a broadphase collision detector that should deal with per-axis culling, based on axis aligned bounding boxes.

You should be able to build that game in 3d without needing to worry about particular optimizations.
Erwin