Collision detection: Difference between revisions

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'''Collision detection''' is the [[computational problem]] of detecting an [[intersection (geometry)|intersection]] of two or more [[Space|spatial]] objects, commonly computer graphics objects <ref>{{cite journal|url=https://link.springer.com/referenceworkentry/10.1007/978-3-319-08234-9_291-1|title=Collision Detection|year=2018|doi=10.1007/978-3-319-08234-9_291-1|last1=Dinas|first1=S.|journal=Encyclopedia of Computer Graphics and Games|pages=356–358}}</ref>. It has applications in various computing fields, primarily in [[computer graphics]], [[computer game]]s, [[computer simulation]]s, [[robotics]] and [[computational physics]]. Collision detection is a classic problem of [[computational geometry]]. Collision detection [[algorithm]]s can be divided into operating on 2D or 3D spatial objects.<ref>{{cite journal|url=https://hal.inria.fr/inria-00394479/document|title=Collision Detection for Deformable Objects|year=2005|doi=10.1111/j.1467-8659.2005.00829.x|last1=Teschner|first1=M.|last2=Kimmerle|first2=S.|last3=Heidelberger|first3=B.|last4=Zachmann|first4=G.|last5=Raghupathi|first5=L.|last6=Fuhrmann|first6=A.|last7=Cani|first7=M.-P.|last8=Faure|first8=F.|last9=Magnenat-Thalmann|first9=N.|last10=Strasser|first10=W.|last11=Volino|first11=P.|journal=Computer Graphics Forum|volume=24|pages=61–81|s2cid=1359430|citeseerx=10.1.1.58.2505}}</ref>
 
== Overview ==
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===Bounding boxes===
[[Bounding box]]es (or [[bounding volume]]s) are most often tridimensionala shapes2D asrectangle Sheres,or 3D [[cuboid]], tetrahedra, among others; however, the same term can be used for two dimensional scenaries. For instance, in two dimension we can use different kind of polygons as rectangles, circles and triangles as bounding volumes, whilest in three dimensionar the most common polyhedra are sheres, cones, boxes and but other shapes are possible <ref>{{cite journal|url=https://link.springer.com/referenceworkentry/10.1007/978-3-319-08234-9_392-1|title=Spheres, AABB, and OOBB as Bounding Volume Hierarchies|year=2020|doi=10.1007/978-3-319-08234-9_392-1|last1=Dinas|first1=S.|last2=Martinez|first2=H. J.|journal=Encyclopedia of Computer Graphics and Games|pages=1-5}}</ref>. A bounding box in a video game is sometimes called a [[#Hitbox|Hitbox]].
The bounding diamond, the minimum bounding parallelogram, the convex hull, the bounding circle or bounding ball, and the bounding ellipse have all been tried, but bounding boxes remain the most popular due to their simplicity.<ref>{{cite web |
url=http://www.stonybrook.edu/libmap/coordinates/seriesa/no2/a2.htm |