07/08/2017 – OBB vs OBB Revisited

  • Created a tolerance variable for the cube collision to compare floating point values
  • In order to find the collision point
    • Project each corner ono the collision normal
    • then find the corners which are equal or very close to equal to the minimum and add them to a list of As collision points
    • find the points that correspond to the maximum of b and add them to a list of collisionpoints for b
    • depending on the number of points in each list will determine the type of collision
      • 1v1 – corner to corner
      • 1v2 – corner to edge
      • 1v4 – corner to face
      • 2v4 – edge to face
      • 4v4 – face to face
    • Currently returns 6 points for one cube and shows that the corners are not rotated as the object is
  • Added the function RotateCorners() to the OBB class
    • Works as expected
      • blue circles represent the corners of the obb