Contents
How to detect collision in 3D?
If an object’s bounding volume has points on both sides of this plane, it is a collision (you only need to test one of the two bounding volumes against the plane). Another method is the enhanced GJK distance algorithm. If you want a tutorial to dive through, check out NeHe Productions’ OpenGL lesson #30.
What is a AABB pattern?
First, students will look at an example pattern with stars and hearts. Then, they will use circles and squares to make a pattern on their own! Being able to identify and continue shape patterns is an important skill in first-grade math.
Which is the most efficient collision algorithm for AABB?
The diagram in the text makes this clear: bool AABB::intersects ( const Ray& ray ) { // EZ cases: if the ray starts inside the box, or ends inside // the box, then it definitely hits the box. // I’m using this code for ray tracing with an octree, // so I needed rays that start and end within an // octree node to COUNT as hits.
How to calculate collision detection in line segment?
Following that I projected a vector from the line to the Box and the velocity onto the normal of the line segment, I then divide the distance projection by the velocity projection for the velocity intersection. For the first hit time I minus the radius from the distance projection and for last hit time I add the radius.
How to test the ray of the AABB?
This should be equivalent to testing the ray of the AABB path against the Minkowski sum of the line segment and the AABB. The Minkowski sum in this case should be pretty simple – it’s a convex polyhedron formed by sweeping the AABB from one endpoint of the segment to the other.
How to calculate the radius of an AABB?
First I calculate an AABB constructed from the extents of the line segment. I then calculate the radius of the Box in respect to the line direction. (covered in Gomez’s simple intersection for games article)