Most of us know of the ray collision detection. In Blender Bullet physics we call rayCast to do this collision detection. However, I want to find out the math behind this. I need to only for ray/triangle and ray/sphere collision cases.
The inputs aviable are:
- Ray([vector] starting point position, [vector] ending point position)
- Triangle([vector] vertex 1 position, [vector] vertex 2 position, [vector] vertex 3 position)
- Sphere([vector] sphere center position, [float] sphere radius)
- Collision([boolean] collides or not)
I hope that you can help me solving this.