The demos discussed here are installed as part of the GLScene library. Demos are about collision detection.
Boxed in - By: Robert Hayes Date: 16 Mar 2002
Demonstrates detecting collisions with a
free form
Displays a sphere bouncing inside a 3DS object and sphere collision detection with a complex (high poly) mesh using the octree to speed up collision detection.
CVS:
CVS/Demos/collisions/boxedin∞
Face Vs Face - By: Bernd Klaiber Date: 08 Jul 2003
Demonstrates detecting collisions with
TCollisionManager
Has accurate face vs face collision detection between freeforms and accurate collision detection between cubes (test case).:
Includes moving objects in 3D with the mouse
CVS:
CVS/Demos/collisions/facevsface∞
Mesh Hit - By: unknown Date: unknown
Demonstrating how to find the intersection point between eye-screen ray and a simple
TGLMesh or
TGLFreeForm in orthogonal and perspective views (click on the mushroom and intersection point and normal will be calculated)
CVS:
CVS/Demos/collisions/meshhit∞
Octree - By: unknown Date: unknown
Demonstrates finding the surface of a
free form octtreeraycastintersect
Includes raycast collision with a complex (high poly) mesh and
using the octree to speed up collision detection
CVS:
CVS/Demos/collisions/octree∞
Raycast - By: unknown Date: unknown
The RayCastIntersect aims at determining an as precise as possible collision detection between a ray and and object. The Normal is returned with the intersection point (which can be used for things like bouncing). In this sample, this mechanism is used to implement a two-cents-worth raytracer, simply by throwing rays for each point in a raster image. The intersection's normal and intersected object's material are then used to calculate a basic lighting. To calculate the raytraced/raycasted image, just hit the "cast" button.
CVS:
CVS/Demos/collisions/raycast∞
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