You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
A convenient function would be to measure the minimum gap between two Manifolds (good for checking that mechanisms have the proper tolerances). The signature would be: float Manifold.MinGap(const Manifold& other, float searchLength) const
It would always return a value between zero and searchLength. It would perform an intersection and if that was non-empty, it returns zero (overlapping). If not, it will collide the triangles of each mesh with the verts of the other, expanded into boxes 2*searchLength wide, then for those collisions, calculate point-to-triangle distances. The minimum is returned.
The text was updated successfully, but these errors were encountered:
@elalish I updated the GSoC description to calculate triangle-to-triangle distance, because it is different from point-to-triangle distance. Consider two triangles where a pair of edges touch each other, but on two orthogonal planes. The point-to-triangle distance from any vertex to the opposite triangle is non-zero, but the triangle-to-triangle distance is zero.
A convenient function would be to measure the minimum gap between two Manifolds (good for checking that mechanisms have the proper tolerances). The signature would be:
float Manifold.MinGap(const Manifold& other, float searchLength) const
It would always return a value between zero and
searchLength
. It would perform an intersection and if that was non-empty, it returns zero (overlapping). If not, it will collide the triangles of each mesh with the verts of the other, expanded into boxes2*searchLength
wide, then for those collisions, calculate point-to-triangle distances. The minimum is returned.The text was updated successfully, but these errors were encountered: