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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

Robustness of the Separating Axis Theorem

Currently, there is a flaw in our SAT implementation. You can see this flaw in action by testing two triangles that lay on the same plane. Let's assume that we run the SAT test with the following triangles:

  • T1: (-2, -1, 0), (-3, 0, 0), (-1, 0, 0)
  • T2: (2, 1, 0), (3, 0, 0), (1, 0, 0)

These two triangles will report a false positive. Visualizing them, they look like this:

Robustness of the Separating Axis Theorem

Why does this happen? When we compute the cross products of the edges of the triangles, the cross product of parallel vectors is the zero vector. When edges or face normals are parallel, we end up with an invalid axis to test.

Getting ready

We are going to implement a new function, SatCrossEdge. This function will detect if the cross product of two edges is 0. If that is the case, the function will use an axis perpendicular to the first edge to try to get a new test axis. If no such test axis exists, then the two edges being tested must be on a line. If the edges are on a line, we...

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