Sweep and Prune (SAP) is a broad-phase collision detection algorithm commonly used in computer graphics and game development. Its purpose is to efficiently identify potential collisions between objects in a 3D space by reducing the number of object pairs that need to be checked for actual collision.
Here's how the Sweep and Prune algorithm works:
Axis Projection:
Sorting:
Sweeping:
Pruning:
Updating:
The Sweep and Prune algorithm is efficient because it reduces the number of object pairs that need to be checked for collision. By sorting the coordinates and sweeping through them, it can quickly identify objects that are far apart and eliminate them from further consideration. This is particularly useful in scenarios with a large number of objects, as it helps to focus the collision detection efforts on objects that are more likely to collide.
However, it's important to note that Sweep and Prune is a broad-phase collision detection algorithm, meaning it only identifies potential collision pairs. To determine the actual collisions between objects, a narrow-phase collision detection algorithm, such as GJK (Gilbert-Johnson-Keerthi) or SAT (Separating Axis Theorem), is typically used on the potential collision pairs identified by Sweep and Prune.
Overall, Sweep and Prune is a widely used algorithm in collision detection systems due to its efficiency in culling distant objects and reducing the computational overhead of collision checks in complex scenes.