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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

Linetest Sphere


Unlike a Raycast, when we perform a linetest we only care about a Boolean result. To check if a Line and Sphere are intersecting, we need to find the closest point to the center of the Sphere on the Line. If the distance between the closest point and the center of the Sphere is less than the radius of the Sphere, the shapes intersect:

Getting ready

We are going to implement a function to check if a Line and a Sphere intersect. This function will return a Boolean result. We will avoid the square root involved in finding the distance between the two points by checking the squared distance.

How to do it…

Follow these steps to implement line testing against a sphere:

  1. Declare the Linetest function in Geometry3D.h:

    bool Linetest(const Sphere& sphere, const Line& line);
  2. Implement the Linetest function in Geometry3D.h:

    bool Linetest(const Sphere& sphere, const Line& line) {
       Point closest = ClosestPoint(line, sphere.position);
       float distSq = MagnitudeSq(sphere.position...
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