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were rotate the box would fact have obb oriented b

Were rotate the box would fact have obb oriented bounding box

// Reset, we've cleared the list
FirstIndex = 0;

} // End if overwrite existing intersections

{

} // End if the same interval

If we get to this point in the inner loop and find that the AddToList boolean has been set to true, it means the current triangle being tested was either closer or at the same distance along the ray as those intersections currently stored in the intersection array. In this case, we fill out the element in the array with the eSpace intersection information for the triangle.

Intersections[ NewIndex].IntersectPoint = eNewCenter – eIntersectNormal;

Intersections[ NewIndex].IntersectNormal= eIntersectNormal; Intersections[ NewIndex].TriangleIndex = 0;
Intersections[ NewIndex].pObject = NULL;

(eIntersectNormal

262

}

We have now covered all the changes to the collision system. The end result is a powerful collision query engine that we can use in all future lab projects. The difference in query times with the spatial tree broad phase is quite significant. You can test this for yourself when you experiment with the lab project source code.

14.23 The TransformAABB Math Utility Function

the position along the world Y axis where the top of the box intersects it. For ease explanation we will deal with a 2D coordinate system, but the same holds true in 3D.

We know that in the case of an axis aligned bounding
box, its local right and up vectors are aligned with the
box expands to a maximum of 10 units along the world x
axis and a maximum of 10 units along the world y axis.
That is, we know that in the case of an AABB, Extents.x
describes the position on the world X axis where the
right side of the box intersects it and Extents.y describes

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