(2022-01-09, 22:38)Roland Melkert Wrote: I have this working at the moment:Thank you so much. If the vertices order is the same as it would be for rendering (i.e. after handling all part-subpart-whatever-invertions), this should allow a port of my collision detection. For the quads I use two triangles like "addTri(t1, t2, t3);addTri(t3, t4, t1);" (not inverted) or "addTri(t1, t3, t2);addTri(t3, t1, t4);" (inverted), so if your engine already splits the quad into two triangles, this would also match perfectly.
LDCad Idea for an LDCad script
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