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Game Physics Cookbook

You're reading from  Game Physics Cookbook

Product type Book
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Pages 480 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer

Table of Contents (27) Chapters

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors 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 Advanced Topics Index

Manifold for boxes


Finding the collision manifold between two OBBs is difficult. The collision normal and penetration distance come right from the Separating Axis Theorem. Recall that there are potentially 15 axes of potential separation between two OBBs. While performing the SAT tests, we keep track of which axis had the least penetration; that is the axis of intersection. The collision normal is the same as the axis of intersection. The penetration depth is the difference between the centers of both the OBBs projected onto this axis.

What makes finding the manifold for OBBs difficult is determining the contact points between the boxes. There are several ways in which two boxes could intersect, each producing different types of contact points:

We will implement a less than optimal and simple solution. Given two OBBs, A and B, we will find the intersection points of the edges of A and the planes of B as well as the edges of B and planes of A. This essentially clips each box against the other...

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