It's free to join Gamasutra!|Have a question? Want to know who runs this site? Here you go.|Targeting the game development market with your product or service? Get info on advertising here.||For altering your contact information or changing email subscription preferences.
Registered members can log in here.Back to the home page.

Search articles, jobs, buyers guide, and more.

By Miguel Gomez
Gamasutra
October 18, 1999

 

Letters to the Editor:
Write a letter
View all letters


Features

Contents

Introduction

A Sphere-Sphere Sweep Test

An Axis-Aligned Bounding Box (AABB) Sweep Test

A Box-Sphere Intersection Test

An Oriented Bounding Box (OBB) Intersection Test

An OBB-Line Segment Test

A Box-Plane Intersection Test, References

A Box-Sphere Intersection Test

A very elegant box-sphere intersection test is described in [1]. Figure 7 shows two configurations of a sphere and a box in 2D. Sphere A is closest to an edge, whereas sphere B is closest to a corner. The algorithm calculates the square of the distance from the box to the sphere by analyzing the orientation of the sphere relative to the box in a single loop.

If the box is not axis aligned, simply transform the center of the sphere to the box's local coordinate frame. Listing 5 gives an implementation of Arvo's algorithm.

Listing 5. Arvo's algorithm.

#include "aabb.h"

//Check to see if the sphere overlaps the AABB
const bool AABBOverlapsSphere ( const AABB& B, const SCALAR r, VECTOR& C )
{

float s, d = 0;

//find the square of the distance
//from the sphere to the box
for( long i=0 ; i<3 ; i++ )
{

if( C[i] < B.min(i) )
{

s = C[i] - B.min(i);
d += s*s;

}

else if( C[i] > B.max(i) )
{

s = C[i] - B.max(i);
d += s*s;

}

}
return d <= r*r;

}


join | contact us | advertise | write | my profile
news | features | companies | jobs | resumes | education | product guide | projects | store



Copyright © 2003 CMP Media LLC

privacy policy
| terms of service