I've asked this question both at game SE and math SE, but the response were not so encouraging. So I reasked again, with a bit more of a twist.
I have a terrain, which is defined by mesh. And there are a lot of other polygonal faces scattered throughout the terrain, they can be located above, or below or cutting through the terrain. You can think of those faces as platforms.
A screenshot below should clarify what I mean. Despite looking smooth, all the mesh are actually consist of small elements (number> 10k) combined together, giving the false appearance of smoothness. The obvious disconnected area are platforms.
My question is, how can I generate the planes that connect between the platforms and other platforms/ terrain? Here are the rules to generate the series of sloped planes:
In short, I want to generate a set of "planes" that is actually something like a flight of stairs or a piece of corrugated paper, leading up or down from one point in space until it makes contact with a given mesh
Sounds like a straight forward collision detection problem that are frequent in physics simulation, right? Is there any game/physics libraries that I can use to attack this problem?
Note that since I am not doing any animation, so frame-by-frame update and all those stuffs are not relevant to me; this is why I am hesitant to use existing game physics library like bullet. What is relevant to me is how to use existing libraries to generate those connecting planes according to the above rules.