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Separating Axis Theorem In 3D

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I want to do simple mesh to mesh collision, around 10 polys at max, and I've seen that SAT can be used to do 3d stuff as well. If i'm not correct, its fairly accurate and pretty simple to implement. I can't find any documentation on 3D stuff, so if anyone could push me in the right direction, that would be appreciated. Thanks. 

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Did you try searching the web for `separating axis theorem 3d'?

I have, and I haven't found anything really informative or helpful, however lots of stuff on 2d ;) .

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I want to do simple mesh to mesh collision, around 10 polys at max, and I've seen that SAT can be used to do 3d stuff as well. If i'm not correct, its fairly accurate and pretty simple to implement. I can't find any documentation on 3D stuff, so if anyone could push me in the right direction, that would be appreciated. Thanks. 

 

Assuming that your meshes are convex, this link might help -- it even has nice pictures! The essential idea is that for non-intersecting convex shapes there is always a plane in between them. The trick is finding the plane, and for convex shapes that is relatively straightforward.

 

-Josh

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I gave a presentation on the topic (3D) this year at the GDC. You can download it (plus sample code) here: https://code.google.com/p/box2d/downloads/list

You might also find Christer Ericson's presentation (and book) helpful: http://realtimecollisiondetection.net/pubs/

Edited by Dirk Gregorius

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