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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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Concepts
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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

OBB-to-plane


Just like with the AABB, we know that an OBB does not intersect a plane if all of the OBB vertices are on the same side of the plane. The actual test to check if an OBB and plane intersect will be very similar to the AABB-to-Plane test:

Getting ready

We are going to implement a function to test if an OBB and a Plane intersect. This function will be similar to how we checked if an AABB and Plane intersected. We will project the OBB onto the normal of the plane and find the interval of this projection. If the interval contains the origin of the plane, we know we have an intersection.

How to do it…

Follow the given steps to find intersections between an OBB and a plane:

  1. Declare OBBPlane in Geometry3D.h:

    bool OBBPlane(const OBB&obb, const Plane& plane);
  2. Dclare the PlaneOBB macro in Geometry3D.h:

    #define PlaneOBB(plane, obb) \
       OBBPlane(obb, plane)
  3. Implement OBBPlane in Geometry3D.cpp:

    bool OBBPlane(const OBB& obb, const Plane& plane) {
        // Local variables for readability...
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