finding point of collision
i apologise for all the posts today. im trying to get as much work done as possible today and tomorrow. ok, my charachter has a bounding sphere and my wall has an axis alligned bounding box. i know when a collision occours by just comparing the box max and min against the sphere center + radius. what i cant find is the exact point of collision. i think i need this for when i am creating a new vector to make my charachter change direction. thanks all
dude, if this didn't help, ...
replace
with
replace
if (Bcoll.x < Box.Min.x) Bcoll.x = Box.Min.x; else if (Bcoll.x > Box.Max.x) Bcoll.x = Box.Max.x; if (Bcoll.y < Box.Min.y) Bcoll.y = Box.Min.y; else if (Bcoll.y > Box.Max.y) Bcoll.y = Box.Max.y; if (Bcoll.z < Box.Min.z) Bcoll.z = Box.Min.z; else if (Bcoll.z > Box.Max.z) Bcoll.z = Box.Max.z;
with
dx0 = (Box.Min.x - Sphere.Centre.x);dx1 = (Box.Max.x - Sphere.Centre.x);dy0 = (Box.Min.y - Sphere.Centre.y);dy1 = (Box.Max.y - Sphere.Centre.y);dz0 = (Box.Min.z - Sphere.Centre.z);dz1 = (Box.Max.z - Sphere.Centre.z);bool outx = (dx0 > 0.0f) || (dx1 < 0.0f);bool outy = (dy0 > 0.0f) || (dy1 < 0.0f);bool outz = (dz0 > 0.0f) || (dz1 < 0.0f);Vector Bcoll;if (outx || outy || outz){ if (Bcoll.x < Box.Min.x) Bcoll.x = Box.Min.x; else if (Bcoll.x > Box.Max.x) Bcoll.x = Box.Max.x; if (Bcoll.y < Box.Min.y) Bcoll.y = Box.Min.y; else if (Bcoll.y > Box.Max.y) Bcoll.y = Box.Max.y; if (Bcoll.z < Box.Min.z) Bcoll.z = Box.Min.z; else if (Bcoll.z > Box.Max.z) Bcoll.z = Box.Max.z; }else{ Bcoll = Sphere.Centre; Vector Delta((-dx0 < dx1)? dx0 : dx1, (-dy0 < dy1)? dy0 : dy1, (-dz0 > dz1)? dz0 : dz1); float min = fabs(Delta.x); if (fabs(Delta.y) < min) { min = fabs(Delta.y); Delta.x = 0.0f; } else { Delta.y = 0.0f; } if (fabs(Delta.z) < min) { Delta.x = Delta.y = 0.0f; } else { Delta.z = 0.0f; } Bcoll += Delta;}
:)
the code snippet above should handle the case when the sphere centre is inside the box (whereas before, it didn't), and return the point of collision on the box perimeter.
the code snippet above should handle the case when the sphere centre is inside the box (whereas before, it didn't), and return the point of collision on the box perimeter.
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