Questions tagged [separating-axis-theorem]
The Separating Axis Theorem (SAT) is used to detect if two convex, generic objects are colliding or not.
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Separating axis theorem implementation results in limitless extending colliders along the Z axis
I am trying to implement SAT and it works except for the fact that colliders extend infinitely along the Z axis and I can never get past them. I also have confirmed that ...
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Trying to calculate hitbox vertices for my game and adding SAT collision
I am currently working on a basic HTML, CSS, and JavaScript game as a freshman high school summer project. I am currently trying to implement separating axis theorem (I spent a lot of time learning ...
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Collision normal for sphere near edge of triangle face
When my sphere (or bottom part of a capsule) moves with its bottom near the edge of a mostly horizontal triangle (a face of a heightmap), I am sometimes getting very bad (mostly horizontal) normals. ...
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How do I resolve a collision in SAT-3D when the projection axis is zero?
I am doing SAT in 3D, right now just between cuboids/3D rects (idk the terminology). I have intersection working fully, and static collision works as long as the projection axis is not zero. But if it ...
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Help finding bug in seperating axis theroem code
My collision detection is inconsistent. I am testing between 2 rectangles. When they are un-rotated, it says they are intersecting way before they touch, but when I rotate one, it works properly. I do ...
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SAT - penetration and pull out vector based on previous body position
I implemented SAT alghorithm that is able to detect collisions and return shortest "pull out" vector.
On the screenshot below this vector is determined by yellow color (P and Q).
If I add Q ...
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Implementing Seperating Axis Theorem
I'm trying to implement the Seperating Axis Theorem by following this article I found on MDN.
Unfortunately, I'm not too geometry savvy and I wasn't able to find any good, simple implementation ...
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C++ Help with Separating Axis Theorem
I am trying to detect collision between two triangles using Separating Axis Theorem however I am unaware what is wrong with my code. The CollisionHelper::isTriangleIntersectingTriangle is called every ...
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Separating Axis Theorem Duplicate Axis
I am building a physics game engine from the ground up and currently stumped with my SAT implementation. The situation I am having is in regard to Edge cases, if I remove all parallel / duplicate Axis ...
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SAT Collisions: Resolving rotations
Currently I have a working 2D SAT collision system with only boxes, but works with static rotations as well, leaving room for triangles. One of the issues I've been able to resolve was tunnelling, ...
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Can I test for containment of convex polyhedra with the separating axis theorem?
I would like to refine the output of the separating axis test to not only tell me whether convex polyhedron A intersects convex polyhedron B, but also whether A is completely inside B. Is it safe to ...
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Problem Implementing SAT Collision in 3D, OBB vs OBB
I am trying to implement SAT collision detection between 2 OBBs, however, I am getting a lot of false positives, can anyone help me figure out what I am doing wrong, thank you in advance.
This is my ...
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OBB vs Frustrum collision detection
Some definitions:
An oriented bounding box (OBB) is a rectangular block which can be represented in many ways, as a collection of eight vertices, a collection of six planes or others, for this ...
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How to use separating axis theorem to allow for sliding along walls
I'm making a 2D platformer game and using the separating axis theorem for collision detection, but I want the player to be able to walk along the ground and slide on walls and other stuff and I can't ...
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Getting false positives with SAT
I've been trying to get proper collision detection with SAT in 3D. I started of with this post: How many and which axes to use for 3D OBB collision with SAT.
I've been trying to get the right axis to ...