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Game Physics Cookbook

You're reading from  Game Physics Cookbook

Product type Book
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Pages 480 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
Toc

Table of Contents (27) Chapters close

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors 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 Advanced Topics Index

Chapter 8. 3D Point Tests

Now that we have some 3D primitives defined, it's time to implement some simple point tests for them. In this chapter, we are going to implement the following point-related test functions:

  • Point contained in sphere

  • Closest point on sphere

  • Point contained in AABB

  • Closest point on AABB

  • Point contained in OBB

  • Closest point on OBB

  • Point on surface of plane

  • Closest point on plane

  • Point on line segment

  • Closest point along line

  • Point on ray

  • Closest point along ray

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