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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

OBB-to-OBB


Like the AABB to OBB test, checking if two OBBs overlap is best done using the separating axis theorem. The actual SAT function will be very similar to the AABB to OBB test. Like AABB to OBB, there are 15 axes of potential separation to test. The 15 axes that we need to test are similar to AABB to OBB, except the first three axis are the orientation of the first OBB.

If we have two OBBs, A and B, we can find the 15 axes of potential separation between them as follows:

The first three axes of separation are the basis vectors of the orientation of the first OBB:

AABB.XAxis

AABB.YAxis

AABB.ZAxis

The next three axes of separation are the basis vectors of the orientation of the second OBB:

B.XAxis

B.YAxis

B.ZAxis

The last nine axes of separation are the cross products of every basis axis from both OBBs:

A.XAxis x B.XAxis

A.YAxis x B.XAxis

A.ZAxis x B.XAxis

A.XAxis x B.YAxis

A.YAxis x B.YAxis

A.ZAxis x B.YAxis

A.XAxis X B.ZAxis

A.YAxis x B.ZAxis

A.ZAxis x B.ZAxis

Getting...

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