Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Subject: Cameras
Subject: scaleDown command
Subject: black out solved
Subject: Aircraft Tutorial
Subject: Mathematical XYZ ?
Subject: Re: Its done This vs That
Subject: Re: Its done first week
recommendations for screen video captures?
Subject: 3DExplorer "Oddity "
Subject: Re: New Director
Subject: ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
Subject: RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Subject: Re: Texturing
Big Break Contest Videos
Subject: New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Subject: Plasma?
Looking for Inspiration
Subject: Weird EMail Q
Subject: Re: It 's done first week ?
Subject: Cherry not cranberry
Subject: Re: New game
Camera Animation Problem
Subject: Particle plugins?
 
Generating a heightmap

Generating a heightmap

2004-02-24       - By Ian Thomas

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Barry,

> Best bet for simple inclusion is probably bounding sphere
> checks, then there's simply no way for it but to check
> vertices. All you can hope to do is narrow down as quickly as
> possible. Even then it's non-trivial though, assuming you
> want the absolute highest point. I'd probably not do that,
> and stick to the highest (nearest) vertex in a tile. I say
> 'nearest' because as you rightly point out, if objects cross
> tile boundaries you end up with some interesting scenarios.

Unfortunately nearest boundary doesn't quite work well enough for me...
this is for pathfinding, and, amongst other things, includes ramps and
stairs. It matters a great deal whether the slope of the heights of
tiles that the ramp crosses is correct. (Again, just a #box primitive,
but rotated in the x axis to make a ramp), because otherwise my
pathfinder goes 'nope, too much of a height difference there' and won't
let you go up the stairs.

> You can do it at differing detail / accuracy levels:
> - A fully fledged edge / line intersection with your tile boundaries
> - Simplified version of above that simply takes highest
> vertex in tile or along edge that crosses boundaries
> - Very simply 'if object is in tile then take it's highest
> point regardless'
> - Even simpler bounding sphere (for max height)

> If you have a heightmapped terrain (not sure - you simply
> said it was an infinite plane) then you can't use bounding
> sphere for that particular scenario, but then again a
> heightmapped terrain already lends itself to much simpler
> height checks so no problems there.

Nope, this is just an arbitrarily-sized room (within the 240x240) with a
bunch of objects scattered around it.

Thanks anyway - like I said, I think maybe the additive version might be
the best bet, if only to spread the apparent cost of calculation. :)

Cheers,
  Ian

__ ____ ____ ____ ____ ____ ____ ____ ____ ____
Dir3d-l mailing list
Dir3d-l@(protected)
http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l