ok... i've cornered myself again in my ever-fumbling efforts in math.....
this time, it's a probably very basic geometry problem... but i'm having a hard time figuring it out, mostly because, i'm not sure how to call it... so googl'ing for a solution is proving very difficult...
so, allow me to express it graphically... look:
this is brought to me by the need to check for collisions inside a quad-tree environment using a per-quad sectioned surface... (to be used in a physics simulation system)
ok - here's what we have - notice the two yellow lines from the center of the box towards the "surface" planes... let's call those out "surface normal vectors"
those vectors are how the surface sections are parametrized in the quadtree - the angle of the normal (relative to "up") and the distance of the surface from the quad's center along that normal are all the data we have to define the surface inside a quad (gotta save up memory)
unlike depicted above, only ONE surface is allowed per quad
i've drawn the two surfaces because therein lies my problem - every solid object in my sim has it's own little quadtree
when two objects overlap, their own local quadtrees are cross-compared, by transforming positions from one objects local space to that of the other
whenever overlapping quads are found in the two object's trees - and those two have surface sections, a test must be performed in order to calculate if there's a collision along those sections
(are you still with me?)
what i need right now is - how does one determine that there's an intersection inside a quad, based on the two normal vectors?
in other words:
what's the relationship between those vectors and whether or not there's an intersection within that square?
or in the worse case - what name would this problem be known by? so i can at least properly google it :facepalm:
thanks in advance
this time, it's a probably very basic geometry problem... but i'm having a hard time figuring it out, mostly because, i'm not sure how to call it... so googl'ing for a solution is proving very difficult...
so, allow me to express it graphically... look:
this is brought to me by the need to check for collisions inside a quad-tree environment using a per-quad sectioned surface... (to be used in a physics simulation system)
ok - here's what we have - notice the two yellow lines from the center of the box towards the "surface" planes... let's call those out "surface normal vectors"
those vectors are how the surface sections are parametrized in the quadtree - the angle of the normal (relative to "up") and the distance of the surface from the quad's center along that normal are all the data we have to define the surface inside a quad (gotta save up memory)
unlike depicted above, only ONE surface is allowed per quad
i've drawn the two surfaces because therein lies my problem - every solid object in my sim has it's own little quadtree
when two objects overlap, their own local quadtrees are cross-compared, by transforming positions from one objects local space to that of the other
whenever overlapping quads are found in the two object's trees - and those two have surface sections, a test must be performed in order to calculate if there's a collision along those sections
(are you still with me?)
what i need right now is - how does one determine that there's an intersection inside a quad, based on the two normal vectors?
in other words:
what's the relationship between those vectors and whether or not there's an intersection within that square?
or in the worse case - what name would this problem be known by? so i can at least properly google it :facepalm:
thanks in advance

be with you!