Commit Graph

10 Commits

Author SHA1 Message Date
Dion Moult 9ba1596e30 Implement early return bool for intersection tests. 2024-02-05 18:47:08 +11:00
Dion Moult 930020bf05 Use NVIDIA's ray-tri intersection implementation under BSD-3 license. 2024-02-04 22:51:51 +11:00
Dion Moult 1fe69e5f19 Simple implementation of clearance clash. 2024-02-04 16:02:45 +11:00
Dion Moult 988c8f16f3 Implement collision clash type (pure tri intersection regardless of protrusion)
This should be equivalent to select(element) but faster and with an allow_touching toggle.
2024-02-04 09:01:35 +11:00
Dion Moult 080b628df5 Optimise by removing unnecessary (very slow) triangle shrinking, more optimal OBBs, check OBB first for points_in_b prior to doing raycast (much faster now), and return the surface point of the protrusion too for convenience. 2024-02-03 16:14:26 +11:00
Dion Moult d0333ac7cd Penetration distances now are influenced by the normal for better results.
Add cache for points that have already been checked.

Separate out new add_triangulated function with new kwarg add_element(should_triangulate=True) so that you can still have the old geom tree using aabb only if you want, also because add() is used in boolean_utils. Tolerance is now a kwarg.

I misunderstood the OBB dimension and should *2 not /2 which now makes it much slower since there's more triangles to check.
2024-02-02 23:35:06 +11:00
Dion Moult e95e16c102 First attempt at implementation of intersection clash checks.
This considers only protruding clashes. It does not consider touching nor encroaching clashes and does not consider protrusion direction in the protrusion distance.
2024-02-01 18:30:20 +11:00
Thomas Krijnen c18458b3db Refactoring 2022-11-13 11:21:58 +01:00
Thomas Krijnen 3736a8b4b4 Refactoring 2022-11-13 11:04:16 +01:00
Thomas Krijnen bc2d76e685 Include-what-you-use 2022-06-15 13:41:13 +02:00