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Alternative algorithms are grouped under the [[spatial partitioning]] umbrella, which includes [[octree]]s, [[binary space partitioning]] (or BSP trees) and other, similar approaches. If one splits space into a number of simple cells, and if two objects can be shown not to be in the same cell, then they need not be checked for intersection. Since BSP trees can be precomputed, that approach is well suited to handling walls and fixed obstacles in games. These algorithms are generally older than the algorithms described above.
===Bounding
In order to accelerate collision detection calculation, [[Bounding volume]]s may be used. A bounding volume is a shape that encloses the object of interest but is simpler to compute collisions for.
[[Minimum bounding box#Axis-aligned minimum bounding box|Axis-Align Bounding Boxes (AABB)]] bounding boxes and [[cuboid]]s are popular due to their simplicity <ref>{{cite web |
url=http://www.stonybrook.edu/libmap/coordinates/seriesa/no2/a2.htm |
title=Unlocking the Mysteries of the Bounding Box |
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archive-url=https://web.archive.org/web/20120728180104/http://www.stonybrook.edu/libmap/coordinates/seriesa/no2/a2.htm |
archive-date=2012-07-28 |
url-status=dead }}</ref>
Bounding volumes are typically used in the early (pruning) stage of collision detection, so that only objects with overlapping bounding boxes need be compared in detail.<ref>{{cite journal
| author= Gan B, Dong Q
| title= An improved optimal algorithm for collision detection of hybrid hierarchical bounding box
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| pages= 2515–2527
| doi= 10.1007/s12065-020-00559-6
| url= https://www.researchgate.net/publication/348937861 }}</ref> Computing collision or overlap between bounding volumes involves additional computations, therefore, in order for it to beneficial we need the bounding volume to be relatively tight and the computation overhead to due the collisions to be low.
=== Triangle centroid segments ===
|