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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

Triangle to Axis Aligned Bounding Box

We can implement a Triangle to Axis Aligned Bounding Box (AABB) intersection test using the Separating Axis Theorem. There will be a total of 13 axes to test. These axes are:

  • Three face normals of the AABB
  • One face normal from the Triangle
  • Nine cross products of the edges of each primitive
    Triangle to Axis Aligned Bounding Box

Getting ready

We can use the existing GetInterval function of the AABB. We have to write a new GetInterval function for the triangle. We also have to write a new OverlapOnAxis function to test for triangle to AABB overlap. Finally, we have to implement the actual SAT test.

How to do it…

Follow these steps to check if an AABB and triangle intersect:

  1. Declare all three of the new functions in Geometry3D.h:
    Interval GetInterval(const Triangle& triangle, vec3& axis);
    bool OverlapOnAxis(const AABB& aabb, 
       const Triangle& triangle, const vec3& axis);
    bool TriangleAABB(const Triangle& t, const AABB& a);
  2. Create a convenience macro in Geometry3D...
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