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Game Physics Cookbook

You're reading from  Game Physics Cookbook

Product type Book
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Pages 480 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer

Table of Contents (27) Chapters

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors 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 Advanced Topics Index

Raycast Axis Aligned Bounding Box


Any ray that intersects an AABB will do so twice. The first intersection is where the ray enters the AABB; the second is where the ray exists. If we know both intersection points, the point closest to the origin of the ray is the intersection point.

We can simplify finding the intersections points by visualizing the problem top down. Looking only at the X and Y axis. In this example, the AABB is represented by two slabs. The intersections of the slabs form four planes. These planes represent the faces of the AABB. We cast a ray and check if it's intersecting the X slab:

We found two points as a result of testing the ray intersection against the X slab. We call the near point and the far point . We repeat the same intersection against the Y slab:

We now have two more points, and . The ray enters the Y slab, and then leaves the Y slab. Next, the ray enters the X slab, and then leaves the X slab. There is no intersection. We can prove this, the greatest minimum...

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