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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

AABB-to-OBB


Testing if an AABB and an OBB overlap can be done using the Separating Axis Theorem (SAT). This test will require a total of 15 axes to be tested. Chapter 5, 2D Collisions, provides an in-depth explanation of how the SAT works. The 15 axes of potential separation are:

  • The three axes of the AABB (world X, Y, and Z)

  • The three axes of the OBB (the OBB's orientation matrix)

  • 9 axes come from the cross-products of the three axes of the AABB and the three axes of the OBB. We take the cross product of every combination of these axes. Lists these nine combinations:

    AABB.XAxis x OBB.XAxis

    AABB.YAxis x OBB.XAxis

    AABB.ZAxis x OBB.XAxis

    AABB.XAxis x OBB.YAxis

    AABB.YAxis x OBB.YAxis

    AABB.ZAxis x OBB.YAxis

    AABB.XAxis x OBB.ZAxis

    AABB.YAxis x OBB.ZAxis

    AABB.ZAxis x OBB.ZAxis

Remember, the two shapes only overlap if all 15 axes overlap. If there is a single axis of separation, no intersection can happen.

Getting ready

Because this is our first 3D SAT test, there is some groundwork to cover...

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