文件名称:
ErinCatto_DynamicBVH_Full.pdf
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上传时间: 2019-06-30
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
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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
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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
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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
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