f

#### bounding box/bounding box intersection.

```Hi guys,

thanks so much for your recent help with my collision detection problems.

I just have one more thing then I think I've got all I need to start coding
it up.

I have two Axis Aligned Bounding Boxes. One is stationary. One is moving
(the reason for this is that it simplifies things - 2 boxes moving relative
to each other can be considered as one stationary and the other moving)

I have 2 questions, but 2 is more important cos it assumes you know the

Now I have a "velocity vector" for the moving box (i.e it moves in a certain
direction at x meters per second)

1) Now, given time t, how can I tell if the two boxes will intersect?

The problem here is not *are* they intersecting but *will* they? For
example, on the way from the starting position of the moving box, to its end
position, it may pass OVER and no longer be touching the stationary box. It
which case it will appear as if no "collision" has occurred.

I know how to do this for circles. (this :
http://www.gamasutra.com/features/20020118/vandenhuevel_01.htm article
explains how)

That is, given a stationary circle and a moving circle with velocity v, I
can work out how long it is before they collide.

2) What I need to know, is how to do this for boxes, or rather rectangles.

I hope this makes sense.....

Thanks again

Dean

```
 0
Dean
4/6/2005 12:48:27 AM
comp.games.programming.misc 1186 articles. 0 followers. jonathanfigaro (52) is leader.

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```In article <vlG4e.7026\$JO6.6920@newsfe6-win.ntli.net>,
nospam@nospam.com says...

> 1) Now, given time t, how can I tell if the two boxes will intersect?

> That is, given a stationary circle and a moving circle with velocity v, I
> can work out how long it is before they collide.
>
> 2) What I need to know, is how to do this for boxes, or rather rectangles.
>
> I hope this makes sense.....

I assume that the boxes are not already intersecting.

A simple if uneconomical solution would to test the trajectories of all
eight corners against the four edges of the other box, and find the
first collision.  This will give you the answer unless the boxes meet
along parallel edges.

To eliminate the case of parallel edges, a simple if sleazy solution is
to tilt one box by a thousandth of a degree.  Or you can work out a
proper test for a 'parallel' intersection.  (Of course if you know the
boxes are parallel, you can probably simplify the whole solution quite
a bit.)

- Gerry Quinn
```
 0
Gerry
4/6/2005 9:34:18 AM
```Dean Ware wrote:

> Hi guys,
>
> thanks so much for your recent help with my collision detection problems.
>
> I just have one more thing then I think I've got all I need to start coding
> it up.
>
> I have two Axis Aligned Bounding Boxes. One is stationary. One is moving
> (the reason for this is that it simplifies things - 2 boxes moving relative
> to each other can be considered as one stationary and the other moving)
>
> I have 2 questions, but 2 is more important cos it assumes you know the
>
>
> Now I have a "velocity vector" for the moving box (i.e it moves in a certain
> direction at x meters per second)
>
>
>
> 1) Now, given time t, how can I tell if the two boxes will intersect?

Maintain axis-sorted lists of the bounding boxes in
three axes.  Change of relative position in the list will tell you
of possible intersections.  Only then do you run the box-against-box
test.

This works fine for very large numbers of boxes.  You should
be able to handle 10,000 to 100,000 moving objects without
any problems.

This algorithm first appeared in I-COLLIDE.  It's in the
literature and there's code available.  (You'll want to rewrite it;
I-COLLIDE was derived from a LISP program and predates
collection libraries, so there's too much low-level pointer
manipulation.)

I-COLLIDE only detected
actual box overlap.  But with some additional work, you can detect
potential fly-throughs, which is what you're asking for.
We used an improved version in Falling Bodies.

John Nagle
Animats
```
 0
John
4/6/2005 6:59:59 PM
```In article <PkW4e.10363\$FN4.9195@newssvr21.news.prodigy.com>,
nagle@animats.com says...
> [...] This algorithm first appeared in I-COLLIDE.

Actually Baraff described the basic algorithm ealier.

--
Christer Ericson
http://realtimecollisiondetection.net/
```
 0
Christer
4/7/2005 5:02:07 AM

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