19/08/2017 – OBB Collision Point

  • Currently is set to output 0,0,0 so that teh point is set
  • when two cubes collide the corners that make up that collision seem to be incorrect
    • In some instanced a cube will have 7 corners in the collision, which is impossible
  • TEST: swapping the min and max
    • so that instead of a having a min value it will Have the Max value
    • Incorrect
  • Issue is that the first corner will always be the closest corner
    • So if the corners furthest away from the collision are processed first they are added into the collision
    • SOLVED by clearing the list of collision points for that object when a new closest projection distance is found
  • Debugging still doesnt look right
      • Vertical lines originate at the corners in the collision (pre-collision resolution)
        • Magenta are from cube B (pink)
        • Cyan are from cube A (Yellow)
      • Horizontal lines show the overlap of the objects along the collision normal
        • White is the collision normal from B – Could be incorrect fr the purposes of the debugging
        • Green is the maximum length along that line that a corner of B is
          • which is why it stops vertically below the magenta line
        • Red is the minimum length of A along that line
          • ISSUE that it does not stop vertically below the cyan lines
  • TEST each of the collision types for appropriate number of corners
    • 1v1 – corner to corner
      • Fail
    • 1v2 – corner to edge
      • Fail – uses corners on the wrong side of the shape
    • 1v4 – corner to face
      • Pass
      • SEE IMAGE ABOVE
    • 2v2 – edge to edge
      • Fail – uses the corners on the wrong side of the shape
    • 2v4 – edge to face
      • Pass
    • 4v4 – face to face
      • Pass