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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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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...

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