Sphere vs AABB collision detection test
As the sphere is being the simplest primitive there is, the test for Sphere and AABB intersection is easy. This solution works also for Sphere Cube intersection tests.
As the sphere is being the simplest primitive there is, the test for Sphere and AABB intersection is easy. This solution works also for Sphere Cube intersection tests.
When you want to do real time computer physics, like what we see in games, you will have to break the world into understandable items. It’s like Caesar’s divide and conquer tactic. When you are playing in a complex scene, all what really goes on in the physics engine is broken into small, but many pieces. This enables further optimization down the line, which will be covered later, but for now this keeps the collision detection and collision response algorithms easy to understand.
What is AABB? An AABB is an axis aligned bounding box. AABB vs AABB is a box vs box or bounding box collision detection. It’s mainly used in broadphase physics detection.
In simple collision detection algorithm we have calculated whether the two spheres were colliding. More advanced calculations include finding the time of the collision as well as the direction of the spheres during the test.
To determine if two spheres are colliding, we take the sum of the radiuses and compare it with the length from the centers of the spheres. If the length is smaller than the sum of the radiuses, we have a collision.