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Gravity And Collision Question
Question submitted by Chris Wallace (19 July 2000)
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My question is concerning how to implement gravity with collision detection.
Probably the best example to explain what I'm trying to do is Starseige
Tribes. The collision detection (ray-triangle intersection) route can
determine if a player walks up a hill however at the top of the hill there
is nothing to intersect with and thus the engine does not know that the
player needs to move down the hill.
I thought about sending two rays through the collision detection route but
this would mean twice the number of intersection tests that need to be
preformed. Also the player slides down when the terrain is on a slight
incline even if they are not moving. I don't think that it would look
really realistic if you couldn't stand on a small hill. Then, I thought that
if I combined the rays that I could just send one through. However, how I
have it setup is that the engine only checks for intersections when the
player is moving. So, if a player is standing over a well then they will
not fall if they do not move. In addition, players are unable to walk up
the same hills that they were able to before, thanks to the collision
My question is how do you perform an efficient ray-triangle intersection
collison detection route with gravity?
This question was originally submitted some time ago, to the Fountain Of Knowledge on flipCode.
For collisions with the ground, performance on the ray-triangle intersection
routine doesn't really matter, since you're only doing a few each frame.
Even if you did 100 per frame, it wouldn't matter to your frame rate.
Adding gravity to your collisions is very simple. If this is the case, all you need to do is add a "gravity vector" to your "inertia vector" (the "inertia vector" is the vector that points in the direction you are moving, with a length of the distance you are trying to cover.) A gravity vector would usually point directly down. The longer this vector is, the stronger your gravity is.
Before you do any collisions, add the gravity vector to your inertia vector and use that vector for collisions. If you've got sliding along polygons working, you'll end up sliding down hill when you're not moving because your inertia vector [0,0,0] added to your gravity vector (for example) [0,-1,0] will result in a non-zero vector [0,-1,0] which will still move you. Your sliding will stop when you reach a surface perpendicular to your gravity vector.
Response provided by Paul Nettle
This article was originally an entry in flipCode's Ask Midnight, a Question and Answer column with Paul Nettle that's no longer active.