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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
Languages
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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

Picking

Picking objects in 3D space is a common problem. If you want your 3D simulation to interact with a mouse, we need to solve this problem. To implement picking, we need to find the pixel that the user has clicked relative to both the near and far planes of the camera. We can construct a ray from the point on the near plane to the point on the far plane. Finally, we can query the world using this ray.

The job of a graphics pipeline is to take a 3D point in world space and project it onto the screen. This transformation from world space to screen space is called Projection. To find the 3D world space position of a point based on the 2D pixel position of that same point we need to do the opposite of what the graphics pipeline does. Putting a pixel through the inverse of the graphics pipeline is called Unprojection.

When we unproject a pixel, it has no Z coordinate. We will provide a Z component that is a linear depth value. That is, a Z value of 0 will result in the pixel on the near plane...

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