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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

Containing circle

One of the necessities for performing real-time collision detection is to simplify a given shape. For this reason, we need to make a function that, given a set of points, will return a circle containing all the points. This simplified bounding circle can then be used to approximate a collision area:

Containing circle

Getting ready

In order to avoid adding a dependency to std::vector in Geometry2D.h, we will implement this new function using an array. The ContainingCircle function will take two arguments, one is a Point2D array, and the other deals with the number of elements in the array. The ContainingCircle function will return a bounding circle that encapsulates all of the points.

How to do it…

Follow these steps to implement a function that will build a bounding circle from a set of points:

  1. Declare the ContainingCircle function in Geometry2D.h:
    Circle ContainingCircle(Point2D* pArray, int arrayCount);
  2. Implement ContainingCircle in Geometry2D.cpp:
    Circle ContainingCircle(Point2D* pArray...
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