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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

Rectangle to rectangle


We can test if two rectangles intersect by checking for ovap on eaof axis of of the rectangles. Non-oriented rectanglesave two axes each: the X Axis (1, 0) and the Y Axis (01). All axes of the rectangle must overlap for there to be a collision:

Let's assume we have two rectangles, A and B. We know the min and max points of both rectangles. The two rectangles overlap only if both of these conditions are met:

  • B.min <= A.max

  • A.min <= B.max

Getting ready

There is no need to make the overlap test into its own function; we're going to write it inline with the rest of the code. This just means instead of writing an Overlap function, we are going to write the math and comparison out explicitly. We have two rectangles, for each we must check for overlap on the X-Axis and the Y-Axis.

How to do it…

Follow these steps to implement a function which tests for intersection between two non oriented rectangles:

  1. Declare the RectangleRectangle collision function in Geometry2D.h:

    bool...
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