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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

Linetest Plane


A Line segment represented by end points A and B can be parametrically expressed as follows:

S(t) = A + t(B-A) where

We can check if a line segment intersects a Plane by substituting the parametric equation of the Line into the Plane equation. If any point along the line at time t exists that satisfies the Plane equation, the Line segment and Plane intersect:

Getting ready

We are going to implement a function to test if a Line segment and a Plane intersect. This function will return a Boolean result.

How to do it…

Follow these steps to implement line testing against a plane:

  1. Declare the Linetest function in Geometry3D.h:

    bool Linetest(const Plane& plane, const Line& line);
  2. Implement the Linetest function in Geometry3D.cpp:

    bool Linetest(const Plane& plane, const Line& line) {
       vec3 ab = line.end - line.start;
    
       float nA = Dot(plane.normal, line.start);
       float nAB = Dot(plane.normal, ab);
    
       // If the line and plane are parallel, nAB will be 0
       // This will...
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