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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

Circle to rectangle

We can simplify the problem of determining if a circle and rectangle intersect down to testing if a point is contained within a circle. We can do this by finding the Closest Point to the circle on the rectangle.

To find the closest point on the rectangle to the circle, if the position of the circle is outside the range of the rectangle on any axis, we clamp that point to the edge of the rectangle. The resulting point is guaranteed to be on the rectangle. If this point is inside the circle, we know a collision has happened.

If the center point of the circle was inside of the rectangle, it is treated as the closest point. In this case, the distance between the position of the circle and the closest point will be zero:

Circle to rectangle

Getting ready

In order to determine if a circle and rectangle are intersecting, we must find the Closest Point on the rectangle to the center of the circle. To do this we just have to clamp the center of the circle to the min and max values of the rectangle.

How...

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