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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

The Octree object

We will implement the acceleration structure of our Scene as an Octree. This acceleration structure will look very similar to the BVH of a model. The similarity exists because we implemented the BVH of the model as an Octree as well. There are other structures we could use, but an Octree is very common for general 3D spatial partitioning.

Getting ready

In this section, we are going to create the OctreeNode support structure. This struct represents a single node of an Octree. Leaf nodes can be empty, or they may contain a list of models that are contained within the node. Non-leaf nodes contain exactly eight child nodes. We are also going to implement a SplitTree helper function that will recursively subdivide an octree node.

How to do it…

Follow these steps to implement a simple Octree:

  1. Declare the OctreeNode structure in Scene.h:
    typedef struct OctreeNode {
        AABB bounds;
        OctreeNode* children;
        std::vector<Model*> models;
    
        inline OctreeNode() : children...
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