Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Arrow right icon
View More author details
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


Given a ray with origin o, indirection d and a sphere with origin c and radius r; we want to check if the ray ever intersects the sphere:

If the ray intersects the sphere, this intersection will happen at some distance along the ray. Within the context of ray casting, we often assume it takes one second to travel one unit along the ray. Because of this, distance and time are often used interchangeably.

Because of this ambiguity with the vocabulary, many resources might say that the ray intersects the sphere at some time, t. If the ray does not intersect the sphere, t is undefined.

Getting ready

We are going to implement a function to check if a ray and a sphere intersect. This function will return t, the time along the ray at which the intersection takes place. If there is no intersection, we will set t to be a negative number.

How to do it…

Follow these steps to implement raycasting against a sphere:

  1. Declare the Raycast function in Geometry3D.h:

    float Raycast(const Sphere& sphere...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image