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Questions tagged [intersection]

The point or points at which two or more shapes cross or overlap one another.

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I’m currently working on a project in Unity where I’m creating procedural roads based on splines. At present, the roads are implemented by extruding a 2D shape along a spline or a straight line, ...
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I'm not a maths person and the formulas you see on maths type questions/answer with all the symbols is completely beyond me - I'm sorry. However I had help about 18 months ago to turn a provided ...
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I am writing a simple graphics engine using Rusts WGPU. I have a Sphere rendering at the origin of my scene like so: ...
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Say I have an agent in 2D in a world filled with circular obstacles of different kind and across many scales (some may be very large, practically filling an agent's view, some may be very small). The ...
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I recently wrote a quick shader toy for finding the point of intersection of a ray centered within a square--with optimization provided by the Graphics Programming discord: https://www.shadertoy.com/...
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I have a given infinite camera frustum defined by four planes, each defined by a normal (left, right, bottom, top). From those planes we can also easily get the camera position and the view direction. ...
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I'm making a visual clue for the player to know where (and more or less when) an asteroid is going to enter the screen. For this I'm using a triangle pointing at the incoming object and color ...
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I am working on a small software renderer, and I want to discard invisible triangles from the drawing process. Let's say I have a screen with resolution of 200x100 pixels. The triangle is defined with ...
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I'm making generator for EQS and need to put points on navmeshes located on different heights, one above other. So, my idea is to make raycast vertically and find intersection points with navmeshes. ...
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One of the most critical parts of my raytracer is the calculation of a collision between ray-box which is done following way: ...
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I know the world positions of A and B. We are also given the vector normal and the quaternion rotation of the plane How do I check if a point lies on the plane?
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I need an algorithm in c++ to get the intersection point of a line if there is an intersection. My cylinder is defined by a 3d vector center point, a float height and radius. I don't need to take ...
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I was looking for a fast way to get a ray intersection point of a terrain defined by a heightmap and I stumbled upon this: https://publications.lib.chalmers.se/records/fulltext/250170/250170.pdf At ...
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I want to play with deformation of tetrahedral mesh (soft-body simulation) but I need help with self-collision detection stuff. I found SOFA collision detection but I'm not sure that it fits for self-...
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The spheres have a sphere collider on them and are clickable via this script:Clickable.cs ...
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I'm trying to write my own ray tracer. The last days I tried implementing a bounding box algorithm for it. But I'm getting a much slower frame rate with the bounding boxes turned on. I think it has ...
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I need to compute the intersection of a ray with a non-axis aligned box. Currently, I transform the ray into the local space of the box, do classic ray-AABB intersection and transform the intersection ...
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How can I have a Physics.Raycast auto-generate a direction for itself to try to hit a given target through a restricted window of space? [Update] After much work, ...
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I'm new to Unity and I'm developing an augmented reality app. My situation is as follows: I have two objects in the scene, a neighborhood model and a cube. The mockup will be the object I am going to ...
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I am generating a 3D scene that involves spawning lots of 3D objects in a finite volume. I need to avoid intersection of objects.
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I need help with collision detection algorithm from this paper: http://www.peroxide.dk/papers/collision/collision.pdf I assume I am colliding with sphere of radius 1, just to make everything not ...
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I'm trying to check if a bounding sphere is either within or intersecting my frustum. It mostly works but there are cases where it should and it doesn't. The frustum is made up of 6 planes which have ...
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The formulas to calculate the intersection between a ray and a capped cone / cone frustum are already widely known (see http://lousodrome.net/blog/light/2017/01/03/intersection-of-a-ray-and-a-cone/ or ...
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I want to utilize shaders to not only discard fragments if they are on one side of a predefined plane but also render a contour along the intersection. My fragment shader currently does something ...
graphics_guy's user avatar
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so what I need is to calculate the sum of players' Field of view. Put simple, In a 2d space, I want to check how much they cover (in degrees). So here are a couple of use cases to explain by example: ...
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The idea is to draw trace of moving Actor and if some other Actor intersect it, some function would be called. I've been searching for solution to this problem in Intersector class, but it seems to ...
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I'm trying to find an elegant solution to calculating the x, y values of hexes that are crossed or intersected by a line or ray at a given angle from a given hex position on a hex grid. I do not want ...
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I'm attempting to optimize a game map by only drawing circular & annular sectors within the current viewable rectangle bounds. The solution should cover both cases in the example graphic (Figs 1 &...
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I have following formula to check the intersection of two line segments: ...
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I am trying to check if a triangle is intersecting a BoundingBox in a 3D space with libgdx, but I am unable to find anything that can help me with that. I tried using a Plane but it is not precise ...
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How can I stop my player if he overlap or touch the ball? In my top down game my player is cat and I want to stop his moving or stack in that place of the ball is located if he hit the ball I'm using ...
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What is the best way how to perform intersection test between triangular-prism (used as bounding "box") and line-segment (NOT ray)? The triangular prism is not axis-aligned and it is stored as a ...
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I copied code from this whitepaper and i can't figure out while it gives me false-positive intersections. Here's problematic values: Triangle points: (100.0, 100.0, 100.0), (-100.0, 100.0, 100.0), (-...
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I'm learning how to program simple two-dimensional games in C++ using SFML, I've done a relatively simple pong game already I would like to ask how I could go about creating the physics for a curved ...
Lucas Leodler's user avatar
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Have two limited planes. That means just squares or stripe in 3D space (or two connected triangles on the same plane). What I want to know is exactly how (and whether) they collide. My first approach ...
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I'm currently trying to build a game with Ogre3D that is basically a moving vehicle that leaves a green trail (2D manual mesh) in it's path, what i'm trying to achieve is exactly what this image shows:...
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I'm having some issues clamping a 3d to barycentric triangle. I've searched for some time now and keep seeing the same results, that (u,v,w) should be clamped between 0 and 1. But when I clamp those ...
Josyah Dooley's user avatar
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I am looking for an algorithm to check if two cubes intersect. One can check if each of the 6 faces of cube A are intersected by each of 12 edges of cube B, but that is 72 checks. I've heard there is ...
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I need some help, I have one vector in a rectangle like following (Ops, first A2 point on the top should be A1, assume it is A1) Let's say the vector is like above It doesn't have intersection point ...
Can Tecim's user avatar
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I need to find the point of intersection between two line segments in 2D space. I receive them in terms of both coordinates of both lines. Because they are line segments I would also need to know if ...
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I have a BoundingBox object which holds two Vector3's (x, y, z), one for the minimum point and one for the maximum point. (-1.5 0 9 | 1.5 3 10) What is the best way to check for any intersection or ...
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I decided that writing a ray-tracer in my game was a brilliant idea, and so now I am looking for code to use for ray to primitive intersection tests. I have based my effort on this very nimble yet ...
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I'm looking for image based (screen space) technique to render section cuts through arbitrary (solid) geometry. I found and studied image based CSG (Kirsch 05 / OpenCSG) but I found it to be perhaps a ...
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I have a problem finding the exact time of collision of two possibly moving or static objects. Both objects have AABB data (HalfExtents, Min, Max, Center vector and stuff) and a velocity vector. The ...
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In this Overwatch gameplay video, the character's shield lights up white in areas that are near other objects' geometry. Note the white edges on the blue shield, near the floor, walls and pillar. I ...
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I have to calculate the intersection of a line segment (represented by 2 points) with a rectangle. For example: Axis aligned rectangle corners: (0, 0) (100, 100) Point 1: (50, 50) Point 2: (50, ...
NoFr1ends's user avatar
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What is the most efficient way for finding out the vertices of the polyhedron formed by the overlapping area of two rotated 3D boxes? If it is still confusing what I mean by "polyhedron formed by...",...
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I am trying to understand a C code that moves the mesh nodes for each time step and i am totally struck on the parameters t1 and t2 please help me sorting this out. So here is what the function gets (...
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2 answers
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I'm writing some code to check intersection between all of a rectangles segments and a ray. It will sometimes use the Left and Right side of the rectangle as the closest face hit (face DA & BC) ...
Andrew Wilson's user avatar
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I've a need for 3D triangle-triangle collision detection using integer math only. Unfortunately, I'm not in a position where I can use 64-bit integers (only 32-bit) and my vertex values can be larger ...
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