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math-not even twice (raycasting against spheres)


rain_gloom

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short version: how to raycast against spheres and polygons that are inside a radius and how expensive raycasting is?

long, boring and probably logically unordered version:

I started working on a small project about radios.

Now, as all of you know, radio wavelength can be obstructed partially or entirely by the materials it passes through.

I'm not involved in any radio-electronic stuff, so some things will probably wrong, but the exact proportions and formulas will be updated.

What I need now is a way to use raycasting against spheres and polygons so I can roughly simulate the radius, the obstructors and jammers.

Obstructors should be normal objects, so the built-in isLineOfSightClear and processLineOfSight should do the trick, but if someone would explain them, he would be up to a free beer if he can find me.

currently I'm diving into the Bresenham algorithm for the spheres and having sleepless nights due to lack of physics and math knowledge

the needed returns are:

the intersected colshapes

the density of each colshape (this will be determined by element data)

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