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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

Raycast Triangle

Raycasting against a triangle is a three step process:

  1. Create a plane from the three points of the triangle
  2. Raycast against that plane
  3. Check if the Raycast result is inside the triangle

We already have functions to implement this entire process. The FromTriangle function will create a plane from the triangle. We already have a Raycast function that casts a ray against a plane. We also have a PointInTriangle function.

We can improve the performance of the Raycast by using barycentric coordinates instead of the existing PointInTriangle test. Barycentric coordinates are a way to represent the position of a point relative to a triangle.

Getting ready

We are going to implement a new function, Barycentric. This new function will return the barycentric coordinates of a point with respect to a triangle. We will use this new function, along with the existing FromTriangle and Raycast functions created in Chapter 10, 3D Line Intersections to make a new Raycast against triangle function.

How...

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