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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

Linetest Triangle

Much like testing a line and an axis aligned or OBB intersection, testing a line and triangle intersection utilizes the existing Raycast function. We are going to cast a ray against the triangle being tested. If the Raycast succeeds, we need to make sure that the t value is along the line segment being tested.

Getting ready

We are about to implement a new Linetest function, which will test if a line and a triangle intersect. This function returns a Boolean result.

How to do it…

Follow these steps to check if a line intersects a triangle:

  1. Declare the new Linetest function in Geometry3D.h:
    bool Linetest(const Triangle& triangle, const Line& line);
  2. Implement the Linetest function in Geometry3D.cpp:
    bool Linetest(const Triangle& triangle, const Line& line) {
  3. Construct a ray out of the line being tested:
        Ray ray;
        ray.origin = line.start;
        ray.direction = Normalized(line.end - line.start);
  4. Perform a Raycast:
        float t = Raycast(triangle, ray);
  5. Check that...
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