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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

Operations on models

We want to perform the same operations on models that we performed on Meshes. The only difference is that models should account for the world space of the model. The best way to achieve this is to transform the primitive being tested by the inverse world matrix of the model. When we transform anything by the inverse world space of the model, we move that thing into the local space of the model. The untransformed mesh happens to be in the local space of the model.

Getting ready

We are going to implement seven functions to test a model for intersection against rays, lines, spheres, AABBs, OBBs, planes, and triangles. Each of the intersection functions will transform the primitive by the inverse world matrix of the model, and then the transformed primitive is tested against the mesh contained inside the model.

How to do it…

Follow these steps to implement intersection tests against the new Model class:

  1. Declare the seven intersection tests against a Model in Geometry3D...
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