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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

Simple and complex shapes


Sometimes a containing circle or a containing rectangle alone is not accurate enough for collision detection. When this happens we can use several simple shapes to approximate a complex shape:

Getting ready

We are going to create a new structure called BoundingShape. This new structure will hold an array of circles and an array of rectangles. It's assumed that the structure does not own the memory it is referencing. We can implement several primitive tests by looping through all the primitives that BoundingShape contains.

How to do it…

Follow these steps to create a class which represents a complex shape. A complex shape is made out of many simple shapes:

  1. Declare the BoundingShape primitive in Geometry2D.h:

    typedef struct BoundingShape {
       int numCircles;
       Circle* circles;
       int numRectangles;
       Rectangle2D* rectangles;
    
       inline BoundingShape() :
          numCircles(0), circles(0),
          numRectangles(0), rectangles(0) { }
    };
  2. Define a new PointInShape function in Geometry2D...

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