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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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Concepts
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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

Sphere-to-plane


To check if a sphere intersects anything you follow a simple formula. Find the closest point to the sphere on the shape and use this point to find the distance between the sphere and the shape. Compare the resulting distance to the radius of the sphere. If the distance is less than the radius, there is a collision. Checking if a sphere and plane intersect follows this same formula:

Getting ready

We are going to implement a function to test if a sphere and a plane are intersecting. We will also use a #define macro to implement convenience functions to see if a plane intersects a sphere. This macro just switches the function name and arguments around.

How to do it…

Follow the given steps to implement a sphere to plane intersection test:

  1. Declare SpherePlane in Geometry3D.h:

    bool SpherePlane(const Sphere& sphere, const Plane& plane);
  2. Declare the PlaneSphere macro in Geometry3D.h:

    #define PlaneSphere(plane, sphere) \
       SpherePlane(sphere, plane)
  3. Implement SpherePlane in Geometry3D...

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