Questions tagged [aabb]

An axis-aligned bounding box (AABB) is a box aligned with the axes of a Cartesian co-ordinate frame. AABB's are commonly employed as a cheap way to approximate more complex geometries in a range of applications, including collision detection.

An axis-aligned bounding box (AABB) is a box aligned with the axes of a Cartesian co-ordinate frame. AABB's are commonly employed as a cheap way to approximate more complex geometries in a range of applications, including collision detection.

An AABB can also be referred to as the Axis-aligned minimum bounding box (that is, the smallest box which can encapsulate a geometry)

Reference Books

External References:

Related Tags:

132 questions
1
vote
0 answers

CGAL AABB tree do_intersect floating point error

I am using CGAL for a project of mine. I create a AABB tree out of a mesh file (.off). First I extract Polyhedron from my mesh, then I get the triangles and finally I insert them in the tree. All of this went smoothly. The problem is when I use the…
heinecoder
  • 11
  • 1
1
vote
1 answer

Create AABB on 3D models in OpenGL

I'm trying to create AABB on 3D models in OpenGL. When I use a 3D box.obj where the vertices are all 1.0 I have no issues detecting collision between models. The trouble arises, however, when I use more complex 3D models with different values for…
crin
  • 73
  • 1
  • 2
  • 13
1
vote
2 answers

Calculating AABB (axis aligned bounding box) collision

I'm supposed to check for AABB collision between two pyramids. I looked up AABB, simple enough to check. I was given the vertices for both pyramids, as well as 4 world positions. I am supposed to calculate the AABB collision box, which I've done,…
john
  • 77
  • 2
  • 4
1
vote
0 answers

How to optimize 3D AABB Rotate (Java)

recently I have been implementing 3D AABB's into my game engine, to accomplish rotations I use a simple method of rotating all 8 calculated corners around the center of the box using my Vector3f.rotate() method. But as you may notice below it is…
1
vote
2 answers

Negating the truthiness of a boolean evaluation causing 5x slowdown?

I'm trying to implement an octree, and for that, I need a fast AABB-ray intersection algorithm. After some searching, I came across this paper that seemed to offer that. From the source code, available here, I translated the pluecker_cls_cff…
JulianR
  • 16,213
  • 5
  • 55
  • 85
1
vote
2 answers

Proper use of Physics.aabb.union()

I'm learning PhysicsJS, and I tried using union like so: // Window bounds var rect1 = Physics.aabb(0, 100, 300, 200); var rect2 = Physics.aabb(100, 0, 200, 300); var viewportBounds = Physics.aabb.union(rect1, rect2); // Constrain bodies to these…
Thomas
  • 5,810
  • 7
  • 40
  • 48
1
vote
1 answer

Calculating Normal of Bbox/Cube

I am working on ray tracing, and decided to use bounding boxes( axis aligned bbox) as objects (cubes), and shade them. I am able to find the correct t value, and intersection point; however, I could not find a way to calculate the surface normal…
ciyo
  • 725
  • 4
  • 16
  • 36
1
vote
1 answer

AABB vs AABB collision detection and response

In C++ I implemented a small collision detection and response system in my small voxel game. For now only AABB vs Voxel (the voxel is a cube so it's a AABB, too). Actually all works fine with one special exception, if the player (AABB) is moving…
1
vote
1 answer

Ray/AABB Intersection Incorrect

I've tried to reimplement the Fast Graphics Gems Ray/AABB Intersection Method in C#: // Based on "Fast Ray-Box Intersection" algorithm by Andrew Woo, "Graphics Gems", Academic Press, 1990 public unsafe Vector? IntersectionWith(Cuboid other) { …
Xenoprimate
  • 7,691
  • 15
  • 58
  • 95
1
vote
1 answer

Time of impact from circle to box

Is there a known and standard algorithm for calculating the time of impact between a circle and a box? The only information I can find are tests determining whether a circle and a box are already colliding. I can't find anything that would allow me…
Brandon
  • 53
  • 5
1
vote
2 answers

Splitting box into convex solids around an inscribed solid (i.e. "carving out")

I am given a right rectangular prism (i.e. a box) and an arbitrary convex solid within it, such that the box matches the AABB (axis-aligned bounding box) of the aforementioned solid. I would like to "carve out" the solid from the box and, in doing…
Konstantin
  • 2,885
  • 3
  • 22
  • 23
1
vote
2 answers

Why should i use AABB for Circle-Circle collision

In my wip game i have to implement Circle-Circle collisions. To implement this i simply calculate the square distance between their Centers (x1-x2)² + (y1-y2)². If this is smaller then their sqared radiuses (r1+r2)² a collision happened. But today i…
Robert P
  • 9,398
  • 10
  • 58
  • 100
1
vote
0 answers

Severely Laggy Bounding Box Detection

I have a bounding box collision detection system for a basic game. Each time I spawn in an entity a bounding box is paired with it. The collision system it self works; however it is extremely laggy even for just two entities. My code is listed…
Nick Ellas
  • 97
  • 7
1
vote
2 answers

Optimizing axis aligned bounding box check

I'm currently working with pointclouds alot, and I have implemented a segmentation algorithm that clusters points with a specific maximum distance into segments. To optimize that, I've given each segment an axis-aligned bounding box,to check if the…
Andreas Grapentin
  • 5,499
  • 4
  • 39
  • 57
1
vote
1 answer

Recalculating AABB correct after rotation/translation of an object

I've seen this topic around here but it didn't really help me solve the problem :( I've tried to implement the code kinda like the same way but something isn't working properly. Unfortunately I can't use glLoadIdentity() since I'm working with…
Ullman
  • 21
  • 4
1 2 3
8 9