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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

Rigidbody Modifications

We will create a new Rigidbody subclass that has volume. This class will either be a sphere or a box. Before we make this subclass, we need to slightly modify the Rigidbody class so that we can identify the type of rigidbody we are dealing with.

As we will create a new subclass of Rigidbody, we need a way to differentiate this new class from a particle. We will introduce the HasVolume helper function that will let us know if a rigid body has volume or not.

Getting ready

This class will be a rigidbody that has a shape and some volume. We will also add a type identifier to the Rigidbody class. With this identifier, we will be able to tell if a rigidbody is a particle or if it has some volume.

How to do it…

Follow the mentioned steps to add type information to the Rigidbody class:

  1. Add the following type definitions to Rigidbody.h. These constants will let us know what type of rigidbody each rigidbody subclass is:
    #define RIGIDBODY_TYPE_BASE 0
    #define RIGIDBODY_TYPE_PARTICLE...
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