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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

Sphere-to-AABB


To check if a Sphere and an Axis Aligned Bounding Box (AABB) intercept, we must first find the closest point on the AABB to the Sphere. Once we have this point, we can figure out the distance between the Sphere and the closest point. Finally, we can compare this distance to the radius of the Sphere. If the distance between the closest point and the Sphere is less than the radius of the Sphere, the point is inside the Sphere:

Getting ready

We are going to implement a function to test if a Sphere and an AABB are intersecting. We will also use a #define macro to implement a convenience function to see if an AABB intercepts a sphere. This macro just switches the function name and arguments.

How to do it…

Follow the given steps to implement sphere to AABB intersection testing:

  1. Declare SphereAABB in Geometry3D.h:

    bool SphereAABB(const Sphere& sphere, const AABB& aabb);
  2. Declare the AABBSphere macro in Geometry3D.h:

    #define AABBSphere(aabb, sphere) \
       SphereAABB(Sphere, AABB)
  3. Implement...

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