|
![](/i/fill.gif) |
>> In some circumstances you may be able to construct an approach using the
>> min_extent and max_extent functions with the object you get by using an
>> intersection of the two objects you're interested in to help determine
>> this,
>> but these functions use the bounding box of the resulting object and, as
>> the
>> help says: "this is not perfect, in some cases (such as CSG intersections
>> and differences or isosurfaces) the bounding box does not represent the
>> actual dimensions of the object".
>>
>> Given this, you could (with a considerable degree of caution) construct a
>> macro that may be able to serve your particular needs by combining the
>> min_extent and max_extent functions and the trace function. If the extent
>> values returned are very large (10000000000), then the objects don't
>> intersect. If any of the dimensions is zero, then they don't intersect.
>> Otherwise you'd need to fire a grid of lines through the space using the
>> trace function to see if any hit the object. If any hit the intersection
>> object, then it exists. If none hit the object it's still possible that
>> the
>> original objects intersected, but that your rays were'nt close enough
>> together to hit it.
>>
>> I've pasted in a bit of SDL below that may help if you wish to explore
>> this
>> approach.
>>
>> Hope that helps.
>>
>> Regards,
>> Chris B.
>
> Thank you very much for your excellent reply! I do not, however, want to
> go to
> so much trouble at this time. I have decided that it is sufficient for my
> purposes to approximate things by constructing "bounding spheres".
>
> -Mike
I worked on this before...
this macro detects collisions of two objects.
It works by casting random rays at an intersection
some number of times.
While theoretically it could miss a collision, in
practice the sort of collisions it misses are
the sort of thing that are hard for the human eye
to see.
#macro collision(A B rez)
#local result = false;
#if (((min_extent(A).x > max_extent(B).x ) |
(min_extent(B).x > max_extent(A).x ) |
(min_extent(A).y > max_extent(B).y ) |
(min_extent(B).y > max_extent(A).y ) |
(min_extent(A).z > max_extent(B).z ) |
(min_extent(B).z > max_extent(A).z ))=false)
#local AB = intersection{object{A} object{B}};
#local Mn = min_extent(AB);
#local Mx = max_extent(AB);
#local S1 = seed(1);
#local cnt = 0;
#while ((result = false) & (cnt < rez))
#local Pt = VRand_In_Box(Mn, Mx, S1);
#local Norm = <0,0,0>;
#local Hit = trace(AB,<Pt.x,Mn.y-0.1,Pt.z>,y,Norm);
#if (vlength(Norm)!=0)
#local result = true;
#else
#local Hit = trace(AB,<Mn.x-0.1,Pt.y,Pt.z>,x,Norm);
#if (vlength(Norm)!=0)
#local result = true;
#else
#local Hit = trace(AB,<Pt.x,Pt.y,Mn.z-0.1,>,z,Norm);
#if (vlength(Norm)!=0)
#local result = true;
#end
#end
#end
#local cnt = cnt + 1;
#end
#end
(result)
#end
#declare sample1 = union {
box {<0,0,0>,<1,1,1>}
sphere{<0,1,0>,0.1}
pigment{Red}
};
#declare sample2 = union {
box {<0,0,0>,<1,1,1>}
sphere{<1,0,0>,0.1}
sphere{<0,0,0>,0.1}
pigment{Blue}
translate <-1.05,-0.085,0>
};
#local result = collision(sample1 sample2 1000);
object {sample1}
object {sample2}
union {
#switch (result)
#case (0)
text {ttf "tahoma.ttf" "Doesn't collide." 0.1,0}
#break
#case (1)
text {ttf "tahoma.ttf" "Collides!" 0.1,0 }
#break
#end
scale <0.2,0.2,1>
translate <-1,-0.5,-1>
pigment {Orange}
}
Post a reply to this message
|
![](/i/fill.gif) |