haestflod Posted March 16, 2017 Share Posted March 16, 2017 Hi, so I've converted Tomas Möller's Triangle-Triangle Overlap Test code for babylonjs to do precise intersection for 2 meshes. Currently the code I have looks like this which uses the triangles in world space. However I figured it'd be faster to convert mesh B into mesh As localspace instead. const Av = getTriangles( a ); const Bv = getTriangles( b ); function getTriangles ( mesh ) { const vertices = mesh.getVerticesData( BABYLON.VertexBuffer.PositionKind ); const indices = mesh.getIndices(); const worldMatrix = mesh.getWorldMatrix(); let result = []; // Get all triangles for ( let i = 0; i < indices.length; ++i ) { let index = indices[ i ] * 3; let vertex = new BABYLON.Vector3( vertices[ index ], vertices[ index + 1 ], vertices[ index + 2 ] ); BABYLON.Vector3.TransformCoordinatesToRef( vertex, worldMatrix, vertex ); result.push( vertex ); } return result; } Which for A would skip the transformCoordinates step and for B I would calculate a matrix that looks like this to move B to A's local space: matrix = bWorldMatrix * aInvertedWorldMatrix Is that the way to convert B to A's local space or is it some other way to do it? Or some other better way to get all the triangles for the tri to tri overlap test? Quote Link to comment Share on other sites More sharing options...
JohnK Posted March 16, 2017 Share Posted March 16, 2017 Have you had a look at facetData? Each facet is a basic triangle that makes up a mesh. It allows you to get local position data Jerome started it here as a way of bouncing small particles off a mesh and it needs version 3.0-alpha, which the playground uses or for external use you can get it here. I did some work on using it to find where two meshes intersected but had never heard of Tomas Möller's Triangle-Triangle Overlap Test. My playground for this is at http://www.babylonjs-playground.com/#XEJLM with words of warning in the posting. You will probably be better starting from scratch. Good luck in your project. Quote Link to comment Share on other sites More sharing options...
haestflod Posted March 16, 2017 Author Share Posted March 16, 2017 Interesting, I think in my case it's better to use the current triangle getting logic because I only need the positions and nothing else. Here's a link to the C or C++ implementation if you're interested:http://fileadmin.cs.lth.se/cs/personal/tomas_akenine-moller/code/opttritri.txt Edit: Ended up going with the original solution and not using facetdata. As for going from local B -> local A: // Declared outside function as reusable matrix: var _tmpMatrix = BABYLON.Matrix.Identity(); // To convert from localSpace B -> localSpace B let finalMatrix = _tmpMatrix; const aWorldMatrix = a.getWorldMatrix(); const bWorldMatrix = b.getWorldMatrix(); let tmpAInverseWorldMatrix = BABYLON.Tmp.Matrix[ 0 ]; aWorldMatrix.invertToRef( tmpAInverseWorldMatrix ); bWorldMatrix.multiplyToRef( tmpAInverseWorldMatrix, finalMatrix ); // Later on when iterating each vertex for mesh b BABYLON.Vector3.TransformCoordinatesToRef( vertex, finalMatrix, resultVertex ); Quote Link to comment Share on other sites More sharing options...
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