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The Maths of 3D

You can't have 3D without a little maths...


Sphere with OBB Collision Detection

by bkenwright@xbdev.net



Well I don't have the time to go into the full details, but its usually necessary to determine if a sphere-obb collision has occurred.  Its usually a lot simpler with AABB, but its not usually like this in the real 3D world, so this example shows the code working...its only very simplified, as I suppose it would be better to have the box rotating, and have it as a true 3d cube, but I'm keeping it as simple as possible.



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Source Code Snippet.

// Given point p, return point q on (or in) OBB b, closest to p
void ClosestPtInOBB(D3DXVECTOR3 p,
  D3DXVECTOR3* bu,
  float* be,
  D3DXVECTOR3 &q )
       D3DXVECTOR3 d = p - bc;

        // Start result at center of box; make steps from there
       q = bc;
       // For each OBB axis...
       for (int i = 0; i < 3; i++)
        // ...project d onto that axis to get the distance
        // along the axis of d from the box center
        float dist = D3DXVec3Dot(&d, &bu[i]);
        // If distance farther than the box extents, clamp to the box
        if (dist > be[i]) dist = be[i];
        if (dist < -be[i]) dist = -be[i];
        // Step that distance along the axis to get world coordinate
        q += dist * bu[i];

// Returns true if sphere s intersects OBB b, false otherwise.
// The point p on the OBB closest to the sphere center is also returned
int SimpleSphereOBB_2D( D3DXVECTOR3 sc, float sr,
D3DXVECTOR3 *boxCorners,
D3DXVECTOR3 bMin = D3DXVECTOR3(0,0,0);
D3DXVECTOR3 bMax = D3DXVECTOR3(0,0,0);
D3DXVECTOR3 obbCentre;

int i = 0;
bMin.x = boxCorners[i].x;
bMin.y = boxCorners[i].y;
bMin.z = boxCorners[i].z;
bMax.x = boxCorners[i].x;
bMax.y = boxCorners[i].y;
bMax.z = boxCorners[i].z;

for (i=0; i<4; i++)
bMin.x = min(bMin.x, boxCorners[i].x);
bMin.y = min(bMin.y, boxCorners[i].y);
bMin.z = min(bMin.z, boxCorners[i].z);
bMax.x = max(bMax.x, boxCorners[i].x);
bMax.y = max(bMax.y, boxCorners[i].y);
bMax.z = max(bMax.z, boxCorners[i].z);
obbCentre = (bMax - bMin)/2.0f;

float be[3];
D3DXVECTOR3 bu[3];
bu[0] = boxCorners[0] - boxCorners[1];
be[0] = D3DXVec3Length(&bu[0]);
D3DXVec3Normalize(&bu[0], &bu[0]);

    bu[1] = boxCorners[1] - boxCorners[2];
be[1] = D3DXVec3Length(&bu[1]);
D3DXVec3Normalize(&bu[1], &bu[1]);

bu[2] = D3DXVECTOR3(0,0,0);
be[2] = 0.0f;

    // Find point p on OBB closest to sphere center

    // Sphere and OBB intersect if the (squared) distance from sphere
    // center to point p is less than the (squared) sphere radius
    D3DXVECTOR3 v = p - sc;
    return D3DXVec3Dot(&v, &v) <= sr * sr;









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