# Continuous collision detection for rotated bodies

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Hello. SAT excellent in finding TOI of convex NON rotating shapes. I wonder - is there any technique to predict collision for rotated bodies?

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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?

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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?

http://www.gamedev.net/topic/586690-collision-detection-for-rotating-objects/

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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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You can use conservative advancement, or cheat and use closet points combined with speculative contacts - about half way through the article I talk about rotation

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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.

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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.

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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Oh, man, you're wonderful )))! Thanks.

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