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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

Chapter 8. 3D Point Tests

Now that we have some 3D primitives defined, it's time to implement some simple point tests for them. In this chapter, we are going to implement the following point-related test functions:

  • Point contained in sphere
  • Closest point on sphere
  • Point contained in AABB
  • Closest point on AABB
  • Point contained in OBB
  • Closest point on OBB
  • Point on surface of plane
  • Closest point on plane
  • Point on line segment
  • Closest point along line
  • Point on ray
  • Closest point along ray
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