views:

1670

answers:

2

I'd like an optimized implementation for this test. It need not conform exactly to this prototype.

bool OOBBIntersectOOBB(
  float center0[3],
  float halfExtents0[3], // or some other bounding description
  float rotation0[9],    // quaternion would also be fine
  float center1[3],
  float halfExtents1[3],
  float rotation1[9]);
+3  A: 

You might try using the method described in this Gamasutra article

tkerwin
A: 

I'm not sure that this site is intended to be a natural-language interface to Google.