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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 sphere

In order to solve collisions against constraints, we will need to determine some extra information about rays being cast into the world. In our current implementation, each raycast returns a floating point t-value. From this value we can infer if the ray hit anything and if it did at what point the intersection happened. We still need this t-value, but we also need to know the normal of the surface that the ray hit.

Getting ready

In this section, we will start modifying the Raycast function to return more data. To achieve this, we first declare a new RaycastResult data structure. We will also implement a helper method to reset the new RaycastResult data structure.

How to do it…

Follow these steps to update the RaycastSphere function in a way that it returns more useful data:

  1. Declare the RaycastResult structure and ResetRaycastResult function in Geometry3D.h:
    typedef struct RaycastResult {
        vec3 point;
        vec3 normal;
        float t;
        bool hit;
    } RaycastResult;
    void ResetRaycastResult...
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