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Implement a fast ray-octree collision to find selected cubes, cube faces and cube edges. #244
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Labels
cat:enhancement
enhancement/requested feature/update of existing features
feat:octree
octree, cube computations
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When checking for an intersection between a cube and a ray, it is probably faster to check the collision with the bounding sphere first. |
More or less related/ included into #190
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Labels
cat:enhancement
enhancement/requested feature/update of existing features
feat:octree
octree, cube computations
We need to find a way to detect octree collisions with the camera ray in order to find selected cubes.
This will be important for the octree-editor. I'm sure glm will help us a lot here.
Maybe there is some library or an established algorithm to help us with this?
We need the following features:
The octree collision code could be a separate class like
OctreeCollision
or something?Maybe we should include it into the interface directly though.
Related: #190
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