Axis-Aligned Bounding Box is one of the simplest collision detection methods in 2d Game DevelopmentGame Development
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Status: #🗺️
, which only works on 2d rectangles that aren't rotated (their sides are parallel/perpendicular).
AABB works by checking if sides of rectangle A are outside of the opposite sides of rectangle B. For example, if top side of rectangle A is below bottom side of rectangle B, we know the two rectangles aren't colliding no matter what.
Given rectangles A
and B
with sides top
, bottom
, left
and right
, the formula we can use to check for collision would look something like this:
Collision is detected if all of these statements are true (just draw two rectangles and follow along):
A.left
is to the left ofB.right
A.right
is to the right ofB.left
A.top
is aboveB.bottom
A.bottom
is belowA.top
We could represent the same idea in code like this:
package main
type rectangle struct {
x int
y int
width int
height int
}
func main() {
a := rectangle{x: 5, y: 5, width: 5, height: 5}
b := rectangle{x: 3, y: 3, width: 5, height: 5}
if (a.x < b.x + b.width) &&
(a.x + a.width > b.x) &&
(a.y < b.y + b.height) &&
(a.y + a.height > b.y) {
fmt.Println("Collision detected!")
}
}
Status: #🌲