Contents
What do you need to know about OBB collision detection?
If there is at least one normal where there is no overlap then they do not collide. And that’s all, to do that you will need a method to do orthogonal projection of a vector on another vector which returns a scalar, and a method to see if two intervals overlap.
How to know if two OBB collide in C + +?
To know if two OBB collide you use SAT (separating axis theorem): you have to project all the points of the two shapes on every normal of the two shapes. Then you see if the projection of the two shapes overlap on each normals there is a collision.
How to work out if two OBB’s are overlapping?
Say you have two Bounding Box Objects each of them storing the current vertices of the box in a vector with all the vertices of the object rotated and translated relative to a common axis. How can I work out if the two OBB’s are overlapping any links to help explain the solution to the problem would be welcome.
How is an OBB different from a convex hull?
An OBB is a convex hull. A convex hull is a 3D shape that has no “crannies” on its surface. Every “bump” (vertex) on the convex hull protrudes outward, never inward. If you slice a plane through a convex hull you will get (only one) convex polygon.
How is collision detection used in video games?
Collision detection is a difficult topic of video game development and possibly its most challenging. Most collision detection and resolution schemes are combined with physics engines as found in most modern-day games. The collision scheme we used for the Breakout game is a very simple scheme and one specialized specifically for this type of game.
How to calculate collision resolution in AABB-circle?
AABB – Circle collision resolution. To calculate the required values for collision resolution we need a bit more information from the collision function(s) than just a true or false so we’re going to return a tuple of information, namely if a collision occurred, what direction it occurred and the difference vector ((color{brown}{bar{R}})).