I`m confused. I've read a lot of different tutorials related with ray picking. But every time those example are based on some simple shape, square or triangle. In each example for each shape there is a function that is checking this specific shape. How it should be managed without that ? I have different and unnatural shapes, how it can be managed ?
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How accurate does the ray picking need to be? Why can't you use a set of simple shapes for a single odd shape to implement intersection? – Morrison Chang May 29 '17 at 20:56
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@MorrisonChang for now it is not be very accurate so if you may say something more about your idea that would be great. I'm not sure how can I take an OpenGL object generated from the .obj file and divide to to simple shapes – Fixus May 30 '17 at 16:06
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For 2D polygons, I use the Winding number point inside a polygon as described here: http://geomalgorithms.com/a03-_inclusion.html
Near the bottom is C code implementation that is pretty simple to port.
Your polygon hulls are a (closed) list of points.

James Poag
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