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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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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-OBB


Checking if a Sphere and an Oriented Bounding Box (OBB) intersect is very similar to checking if a Sphere and an AABB intersect. First, we find the closest point on the OBB to the Sphere. Next, we must find the distance between the center of the Sphere and the closest point. Finally, we compare the distance against the radius of the sphere. If the distance is less than the radius, we have an intersection:

Getting ready

We are going to implement a function to test if a Sphere and an OBB are intersecting. We will also create a #define macro to test the opposite. This new macro just switches the function name and argument order.

How to do it…

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

  1. Declare SphereOBB in Geometry3D.h:

    bool SphereOBB(const Sphere& sphere, const OBB& obb);
  2. Declare OBBSphere in Geometry3D.h:

    #define OBBSphere(obb, sphere) \
    SphereOBB(sphere, obb)
  3. Implement SphereOBB in Geometry3D.h:

    bool SphereOBB(const Sphere& sphere, const OBB&amp...
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