Original Post
Hi all,
I'm trying to think of the most efficient way to calculate collisions of particles with triangle meshes. After some research I'm leaning towards some kind of acceleration structure that would allow me to create a ray from the particles positions and their velocities, then check that to see if it's about to hit a triangle, and if so, compute barycentric coords and return a normal for deflection of the particle (particles will be part of SPH fluid simulation)
Is this a good way to go about it? If so, then it sounds like I have a basic raytracing problem. Does anyone know of libraries that help with this? I've tried Bullet, but I believe it uses an AABB tree for detection, and I had a hard time getting it to work. Seems like a uniform grid or KD-tree would be a better fit? I don't know though thanks!
I'm trying to think of the most efficient way to calculate collisions of particles with triangle meshes. After some research I'm leaning towards some kind of acceleration structure that would allow me to create a ray from the particles positions and their velocities, then check that to see if it's about to hit a triangle, and if so, compute barycentric coords and return a normal for deflection of the particle (particles will be part of SPH fluid simulation)
Is this a good way to go about it? If so, then it sounds like I have a basic raytracing problem. Does anyone know of libraries that help with this? I've tried Bullet, but I believe it uses an AABB tree for detection, and I had a hard time getting it to work. Seems like a uniform grid or KD-tree would be a better fit? I don't know though thanks!