Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Arrow right icon
View More author details
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

Plane-to-plane

Two planes intersecting results in an infinite line between the two planes:

Plane-to-plane

We don't actually care about this line. We just want a true or false Boolean to know if the planes intersect. Two planes intersect if they are not parallel. If the normals of the plane point in different directions, the planes intersect. If the normals of the plane point in the same direction, they do not intersect.

Getting ready

We are going to implement a function to test if two planes intersect. This function will only return a Boolean result, not the line of intersection.

How to do it…

Follow the given steps to determine if two planes are intersecting:

  1. Declare the PlanePlane function in Geometry3D.h:
    bool PlanePlane(const Plane& plane1, const Plane& plane2);
  2. Implement the PlanePlane function in Geometry3D.cpp:
    bool PlanePlane(const Plane& plane1, const Plane& plane2) {
  3. Compute the direction of the intersection line
      // Cross product returns 0 when used on parallel lines
      vec3...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at AU $24.99/month. Cancel anytime