Introduction
In the last chapter, we covered how to test if a given point is intersecting any of the 3D primitives we have implemented so far. In this chapter, we take these intersections tests one step further by checking if any of the 3D primitives have intersected any other primitive. We will implement collision checks for all primitives.
The collision tests we write in this chapter can be used later to check if two objects intersect. Once we know objects intersect, we can respond to that intersection. Determining if objects intersect is very important to any physics engine.