The capsule code is under the "Distance" section. Capsules need to
compute distance (squared) to check for intersection which is a bit
complicated. That's why I prefer using oriented bounding box than
capsules. OBB on the other hand can fit a capsule volume pretty closely
and they can use the simpler separating axis method to check for
intersection.
-----Original Message-----
From: LtJax [mailto:***@t-online.de]
Sent: Friday, May 10, 2002 5:04 AM
To: GD Algorithms
Subject: Re: [Algorithms] AABB vs Capsule Intersection test
D'oh. I did a search for it with my browser on the intersection page and
that didn't find it... anyways, this test seems rather complex, is it
feasible to use that as a culling method for my quadtree nodes in
collision detection, or would a moving AABB enclosing the capsule do a
better job there?
Post by Pierre TerdimanErrr ?
http://www.magic-software.com/Source/Distance3D/MgcDist3DLinBox.cpp
----- Original Message -----
Sent: Friday, May 10, 2002 1:44 AM
Subject: Re: [Algorithms] AABB vs Capsule Intersection test
Post by LtJaxI might be just too dumb, but as far as I see, there isn't a file like
that...
Post by Pierre TerdimanPost by LtJaxI still need an AABB vs Capsule intersection test. Don't need to
know
Post by Pierre TerdimanPost by LtJaxPost by Pierre TerdimanPost by LtJaxthe point of intersection, just if they intersect or not. The is the
missing link in my collision engine, so any help or pointers would
be
Post by Pierre TerdimanPost by LtJaxPost by Pierre TerdimanPost by LtJaxreally appreciated.
MgcDist3DLinBox.cpp in Magic ..... ?
P.
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