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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

Raycast plane and triangle

We have two planar primitives in our geometry toolbox, the Plane and the Triangle. The collision normal for both primitives is the same as the normal of the primitive itself. We must keep in mind that if a ray hits a plane or triangle from behind, that is not actually a hit. This is not a bug, it's how raycasting against these primitives should work. The "forward" direction of a triangle is determined by counter clockwise winding.

Getting ready

When we modify the Raycast API for a plane or a triangle we break all the functions that internally use the old declaration. We must take care to update these broken functions as well. We will need to update the Linetest against triangle function and the MeshRay function.

How to do it…

Follow these steps to update the Raycast function for both triangles and planes so that the functions return more useful data:

  1. Change the declaration of Raycast against both the Plane and Triangle in Geometry3D.h:
    bool Raycast...
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