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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
Languages
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Concepts
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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

Triangle to sphere

To test if a sphere and a triangle intersect, we must first find the point on the triangle that is closest to the center of the sphere. If the distance between the center of the sphere and the closest point is less than the radius of the sphere, we have an intersection:

Triangle to sphere

Getting ready

We are about to implement a function that tests if a triangle and sphere intersect. This function will return a Boolean result. We avoid the expensive square root operation involved in finding distance by checking squared distance against squared radius.

How to do it…

Follow these steps to implement a test for checking if a triangle and sphere intersect:

  1. Declare the TriangleSphere function in Geometry3D.h:
    bool TriangleSphere(const Triangle& t, const Sphere& s);
  2. Declare the SphereTriangle convenience macro in Geometry3D.h:
    #define SphereTriangle(s, t) \
        TriangleSphere(t, s)
  3. Implement the TriangleSphere function in Geometry3D.cpp:
    bool TriangleSphere(const Triangle& t, const Sphere...
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