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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

Axis Aligned Bounding Box


An Axis Aligned Bounding Box (AABB) is the 3D version of a rectangle. We will define a 3D AABB by a center point (position) and a half extent (size). The half extent of an Axis Aligned Bounding box represents half of the width, height and depth of the box. For example a box with half extents of (2, 3, 4) would be four units wide, six units tall and eight units deep.

Getting ready

We are going to create a new AABB structure, which will contain an origin and half extents. It's helpful to be able to get the minimum and maximum points of an AABB. We are going to implement helper functions to get both the min and max point of a given AABB. We are also going to implement a helper function to create an AABB given a min and a max point.

How to do it

Follow these steps to implement a 3D Axis Aligned Bounding Box:

  1. Define the AABB structure in Geometry3D.h:

    typedef struct AABB {
       Point origin;
       vec3 size;
    
       inline AABB() : size(1, 1, 1) { }
       inline AABB(const Point&...
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