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Implement a fast ray-octree collision to find selected cubes, cube faces and cube edges. #244

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IAmNotHanni opened this issue Sep 9, 2020 · 6 comments · Fixed by #321
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cat:enhancement enhancement/requested feature/update of existing features feat:octree octree, cube computations

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@IAmNotHanni
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IAmNotHanni commented Sep 9, 2020

We need to find a way to detect octree collisions with the camera ray in order to find selected cubes.
This will be important for the octree-editor. I'm sure glm will help us a lot here.
Maybe there is some library or an established algorithm to help us with this?

We need the following features:

  • Which cube is in collision?
  • Which of the 6 faces of the cube is in collision?
  • Which of the 4 edges (on every one of the 6 faces) of the cube is in collision?

The octree collision code could be a separate class like OctreeCollision or something?
Maybe we should include it into the interface directly though.


Related: #190

@IAmNotHanni IAmNotHanni added cat:enhancement enhancement/requested feature/update of existing features feat:octree octree, cube computations labels Sep 9, 2020
@IAmNotHanni IAmNotHanni self-assigned this Sep 9, 2020
@IAmNotHanni
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When checking for an intersection between a cube and a ray, it is probably faster to check the collision with the bounding sphere first.

@IAmNotHanni
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@IAmNotHanni
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@IAmNotHanni
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@IceflowRE
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More or less related/ included into #190

Which cube is in collision?

look_at_geometry

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cat:enhancement enhancement/requested feature/update of existing features feat:octree octree, cube computations
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