Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Arrow right icon
View More author details
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-AABB


Testing if two AABBs overlap involves performing an interval test on each of the world axes. To visualize this problem, let's consider what an interval test looks like on just one axis:

Given shapes A and B, we have an overlap only if the minimum of A is less than the maximum of B and the maximum of A is greater than the minimum of B. The actual overlap test would look something like this:

A.min <= B.max && a.max >= b.min

We can determine if two AABBs overlap by performing this test on the global X, Y, and Z axes.

Getting ready

We are going to implement a function to test if two AABBs are overlapping or not. This function will test for interval overlap on the global X, Y, and Z axis.

How to do it…

Follow the given steps to detect intersections between two AABBs:

  1. Declare AABBAABB in Geometry3D.h:

    bool AABBAABB(const AABB& aabb1, const AABB& aabb2);
  2. Implement AABBAABB in Geometry3D.cpp:

    bool AABBAABB(const AABB& aabb1, const AABB& aabb2) {
  3. Find the min and max...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image