•La collisione si controlla solo tra le varie bounding spheres:
•bool GameObj::Collide(GameObj *o){
• B.c =
p;
• o->B.c
= o->p;
•
return B.Intersect(o->B);
•}
• dove
•
•inline bool Sphere3f::Intersect(
Sphere3f const &
s) const {
• if((c-s.c).Norm()<
r+s.r) return true;
• else
return false;
• }
•
•