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Looking for a term for a particular hit detection from center


tripdragon
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Looking for the proper term for a user input hit detection system that does not start from id 0 and loop until target id is found.

I want something that starts at the users input x,y and can then be spread out from there like in a matrix.

 

I know tiles does something like this but have not looked into it. I know once I have a named technical term I can find a good deal of info.

 

Ill post if I find it. 

 

 

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I believe I found it. Bounding_volume_hierarchy http://en.wikipedia.org/wiki/Bounding_volume_hierarchy

As well as the "see also" section. Have to bug the three.js crew if its what they use.

I know this might be a bit too advanced a topic, its not like I have a total grasp of its use yet.

 

Edit: here's three.js method, Raycasting http://threejs.org/docs/index.html#Reference/Core/Raycaster

I had thought it was something around this, as I recall old blender stuff when reading its source a while back.

 

Edit 2:

Holy FISH! Raycaster is fast

http://threejs.org/examples/#webgl_interactive_buffergeometry

http://threejs.org/examples/#webgl_interactive_draggablecubes

 

Much faster then the 2d canvas lib mousemove detectors was trying out.

Hrrmmmmm

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