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Volgogradetzzz

Continuous collision detection for rotated bodies

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[url="http://www.gamedev.net/topic/566918-sat-collision-detection/"]http://www.gamedev.n...sion-detection/[/url]

[url="http://www.gamedev.net/topic/545071-yet-another-separating-axis-theorem-question/page__view__findpost__p__4514416"]This post in particular[/url]

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[quote name='Volgogradetzzz' timestamp='1302870445' post='4798748']
Thanks, owl, but the question was not aboute SAT. For exaple I have 2 static bodies, i.e. their velocities is 0. But they can rotate and they can collide at some time. So how can I get this time?
[/quote]

[url="http://www.gamedev.net/topic/586690-collision-detection-for-rotating-objects/"]http://www.gamedev.net/topic/586690-collision-detection-for-rotating-objects/[/url]

the first reply pretty much addresses it.

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Thanks. Sadly - but see the only way - decrease time steps.
Also I can do the following - given two line segments I can predict their TOI in current frame even if they moving with rotation. But math that I use - is toooooooooooo complicated - there're tons of sin/cos, so for real time sim with many objects this method is not suitable.

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I've read some moderator talking about radial swept-volumes (yet denoted as quite complicated). You might want to ask about that.. and post me back lol

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[quote name='owl' timestamp='1302939090' post='4799055']
I've read some moderator talking about radial swept-volumes (yet denoted as quite complicated). You might want to ask about that.. and post me back lol
[/quote]

You can use [url="http://www.continuousphysics.com/BulletContinuousCollisionDetection.pdf"]conservative advancement[/url], or cheat and use closet points combined with [url="http://www.wildbunny.co.uk/blog/2011/03/25/speculative-contacts-an-continuous-collision-engine-approach-part-1/"]speculative contacts[/url] - about half way through the article I talk about rotation :)

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[quote name='Volgogradetzzz' timestamp='1302953606' post='4799105']
Yeah, I've read your article, but I'm true dummy and I didn't understand a half. I hope I'll dig it someday. Thanks.
[/quote]

I've just published a new one on collision detection which covers continuous rotating bodies:

http://www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/


Hope its useful! :)

Cheers, Paul.

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