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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 Bounding Box

Any box in 3D space, OBB, or AABB has six sides. This means the normal of a Raycast against a box will be the normal of one of the six sides. When doing a Raycast against a Bounding Box, we find the point of impact the same way we did for a Raycast against a Sphere. The normal, however, will be the same as the normal of the side which the ray hit.

Getting ready

Several of our existing functions use Raycast against AABB or OBB internally. When we change the API, we must be careful to update every spot where these functions are used. We must update the Linetest functions and the MeshRay function. In this section we are going to rewrite the Raycast function for AABB and OBB.

How to do it…

Follow these steps to update the Raycast functions of boxes in a way that they provide additional useful data:

  1. Update the declarations of Raycast against both OBB and AABB in Geometry3D.h:
    bool Raycast(const AABB& aabb, const Ray& ray, 
       RaycastResult* outResult);
    bool Raycast...
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