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文件名称: ErinCatto_DynamicBVH_Full.pdf
  所属分类: C++
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  文件大小: 745kb
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  上传时间: 2019-06-30
  提 供 者: qiush******
 详细说明:dynamic bvh document from http://box2d.org/files/GDC2019/ErinCatto_DynamicBVH_Full.pdfAll the objects in the map the floors the walls the chairs are objects that are enclosed in axis aligned bounding boxes this is done to accelerate collision detection 3 Even the balloons and their strings have separating bounding boxes There are almost 9000 separate collision objects in the editor Green boxes are static objects, blue kinematic, and red dynamic 5 Here is a zoomed out view of all the bounding boxes in the map Axis Aligned bounding Box(aabb) upper bound struct AABB Vec3 lower bound Vec3 upperBound; lower bound Here is the definition of an a bounding box that i will use Union of two aabbs AABB Union(AABB A, AABB B) AABB C; C lowerBound Min (A lower Bound, B lowerBound) C d= Max(A upper Bound pper bound); B eturn c; C=AUB Given two bounding boxes we can compute the union with min and max operations These can be made efficient using SIMD Notice the cup notation You will see it again 8 Surface area of an aabb float Area(AABB A) Vec3 d=A.upper Bound - A lower Bound; return 2Of *(. x *dy +dy*dz +dz*d.) SA will also need to compute the surface area. Notice the sa notation i will use that as A game world with several geometric objects Game worlds often have many objects. players, rigid bodies wall, floors, etc This is an abstract example of a game world with several geometric objects 10
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