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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

Mesh operations

It's time to implement intersection tests for the mesh object. We want to test the mesh for intersection against all of the primitive shapes we have implemented. The only shapes that we will not test for intersection are points and other meshes.

Getting ready

We are about to implement seven new functions. These functions test for intersection between a mesh and a number of primitives. We will not be performing a mesh to mesh intersection test because it would require looping through the triangle list of each mesh in a nested fashion. This nested loop would become very expensive.

Because most of the functions we are about to implement look the exact same, I will list the full source of MeshRay and MeshAABB here. MeshAABB will contain comments for copy/paste instructions to the rest of the functions being implemented.

How to do it…

Follow these steps to implement intersection tests against meshes:

  1. Declare all mesh operations in Geometry3D.h:
    float MeshRay(const Mesh&amp...
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