worldspace or not, matrix & extents

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13 comments, last by cozzie 10 years ago
I think I finally get it.
Drawing/ working out an example case without rotation, so X axis is 1,0,0 etc. clears things up and makes me able to visiualize it. Conclusion: from any combination of the 3 resulting extents, in worldspace (not translated/ moved, though orientated in world space), I can find the 8 corners, which I also do to derive the worldspace AABB like you said.

Adding up the fabs magnitudes/ lengths of the extents projected to the plane normal, basically makes me 'travel' along the OBB's axis's to reach the farthest vertex/ point/ corner. Which I can interpret as the projected radius and compare to the distance from OBB center to plane.

Is this correct?

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Bingo!

Cool, thanks again for all the help.
Gonna need to know this theory for sure when I add OBB collisions later on.

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

Yes obb/obb collisions use the same idea, but rather then testing the plane normal(which is the only direction a box can overlap a plane), you have to test against all the possible axii of separation.

The wrap-up smile.png

Next stop: AABB collisions, followed by OBB collisions.

OBBwrapup1.JPG

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

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