I've been doing a simple 3D rigid body simulator and I've come at a point where I need to handle collisions between objects. So far using the new DirectXMath alongside DirectXTK's SimpleMath has been an immense help.
I've been using the BoundingBox and BoundingOrientedBox classes from the DirectXCollision library and they are great for determining if two objects intersect but don't give any more information other than that. I need to be able to retrieve the points of contact and the normal of intersection in order to properly calculate a rigid body response.
My question is - is there any way to retrieve that information using the DirectX libraries or should I learn it and implement my own approach?
Yes and no.
With DirectX math lib you can get intersection details about intersection of very primitive shapes with very primitive shapes, such as plane-line, plane-plane, triangle-plane. But you have only basic ("true, false" or "-1, 0, 1") info about more complex intersections such as ray-box, box-box, etc.
So, solutions:
Hope it helps somehow. Happy coding! ;)