Chapter 11. Triangles and Meshes
In this chapter, we are going to cover intersection tests for a triangle. We defined the triangle in Chapter 7, 3D Primitive Shapes. Once the collision cases for a triangle are covered, we will create a more complicated mesh shape out of many triangles. This chapter will cover the following topics:
- Point in triangle
- Closest point triangle
- Triangle to sphere
- Triangle to Axis Aligned Bounding Box (AABB)
- Triangle to Oriented Bounding Box (OBB)
- Triangle to plane
- Triangle to triangle
- Robustness of the Separating Axis Theorem
- Raycast triangle
- Linetest triangle
- Mesh object
- Mesh optimization
- Mesh operations