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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

Circle


A circle is defined by a point in space and a Radius. The circle is an extremely simple shape as shown in the following diagram:

Getting ready

Intersection algorithms for the circle are as simple as its definition. For this reason, a circle is often the first choice to approximate the bounding volume of objects. Arguably, the circle is the most commonly used 2D primitive.

How to do it…

Follow these steps to implement a two-dimensional circle:

  1. Start the declaration of the Circle structure in Geometry2D.h by creating the variables that make up a circle:

    typedef struct Circle {
       Point2D position;
       float radius;
  2. Next, declare an inline constructor that will create a circle at origin with a radius of 1:

       inline Circle() : radius(1.0f) {}
  3. Finish the declaration of the Circle structure by creating an inline constructor that lets us specify the position and radius of the circle being created:

       inline Circle(const Point2D& p, float r):
          position(p), radius(r) {}
    } Circle;

How it works...

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