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Endemoniada

Collision Detection with Rotation ?

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Hi guys,

I've been using sweep tests for my 2D objects but I don't see how they can detect collisions of rotating objects.

I really have no idea how to handle the detection scheme for 2D rotating objects and need some guidence.

Please help.

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A simple way to handle collision detection with rotated 2D objects (convex polygons) is to use Separating Axis Theorem. See here:

http://www.gamedev.net/reference/programming/features/2dRotatedRectCollision/
http://www.metanetsoftware.com/technique/tutorialA.html

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I think the OP was asking about rotatING collision, not rotatED -- i.e the angular equivalent of linear swept collision tests.

Box2D uses conservative advancement, which I think is a popular approach in practice:
http://www.continuousphysics.com/BulletContinuousCollisionDetection.pdf

There is also the method used by cloth sims, which handles concave and deforming shapes; sadly since it sweeps vertices along linear paths, it means that your rigid shape will deform a bit if it's spinning fast, but AFAIK this is what was used in LBP and it seemed to work very well (see second link):
http://www.cs.ubc.ca/~rbridson/docs/cloth2002.pdf
http://www.bungie.net/images/Inside/publications/siggraph/MediaMolecule/final_alex_siggraph.ppt

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