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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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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

Point


A point in 3D is very similar to a point in 2D. The 3D point adds a new Z component:

Like the 2D point, the 3D point can also be expressed by a vector. The point is where the vector points to.

Getting ready

We are going to create a new header file for 3D geometry, Geometry3D.h. All future 3D geometry will be added to this file. Because a 3D point has the same definition as a 3D vector, we're not creating a point struct. Instead we are going to re-declare the vec3 struct as a point using the typedef keyword.

How to do it…

Follow these steps to redefine a 3D vector as a 3D point:

  1. Create a new C++ header file, call this file Geometry3D.h.

  2. Add the basic header guards to the file and include vectors.h and matrices.h:

    #ifndef _H_GEOMETRY_3D_
    #define _H_GEOMETRY_3D_
    
    #include "vectors.h"
    #include "matrices.h"
    
    #endif
  3. Because a Point has the same definition as a 3D vector, we are not going to make a new Point structure. Instead, we will re-define vec3 as Point using a typedef:

    typedef vec3 Point;

How...

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