I dunno if this can be of any use, but I ran into this :
"I've been wondering for some time how the newer id Software games (Doom 3, Quake 4, ETQW, etc) create interactive GUI surfaces in the world.
I peeked inside the ETQW beta SDK and found they are using barycentric coordinates http://mathworld.wolfram.com/Barycentri ... nates.html .
I found almost identical (but much more complete) code in Christer Ericson's Real-Time Collision Detection book http://realtimecollisiondetection.net/ .
So I finally know how it's done, and since the code is published in a book, it should be fair game. "
Documentations and procedures that could be interesting
http://en.wikipedia.org/wiki/Barycentri ... ematics%29
It sounds interesting, although it might get a little complex if its applied to 3d instead of 2d objects.
It sounds interesting, although it might get a little complex if its applied to 3d instead of 2d objects.
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Complexity doesn't matter, I can handle it very well. I already used barycentric coordinates in a raytracer engine I made when I was younger, and it's used in the unit collision detector to test if a ray intersects with a triangle from the model (to test if a point lies in the triangle or not). 3D isn't hard if you have all the geometric tools (the vector.h & matrix.h files have everything we need).
=>;-D Penguin Powered
Who is online
Users browsing this forum: No registered users and 22 guests