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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 Oriented Bounding Box


We can extend the same slab method used for raycasting against an AABB to also work with an OBB. The key difference is how we find the values of and .

Getting ready

We are going to implement a function that finds the entry and exit points of a Raycast against an OBB. This function will only return the entry point. The function returns a scalar value t. This scalar value is the time along the ray at which the intersection happened. If the intersection is invalid, a negative number is returned.

How to do it…

Follow these steps to implement raycasting against an OBB:

  1. Declare the Raycast function in Geometry3D.h:

    float Raycast(const OBB& obb, const Ray& ray);
  2. Start implementing the Raycast function in Geometry3D.cpp by declaring a few local variables to keep the code readable. We want to store the half extents of the box as a linear array, and each axis of the OBBs rotation frame as a vector:

    float Raycast(const OBB& obb, const Ray& ray) {
       const float...
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