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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

Triangle to triangle

Testing if two triangles intersect is done using a generic SAT test. We will have to test a total of 11 axes. These axes are:

  • The normal of the first triangle
  • The normal of the second triangle
  • The cross product of the edges of each triangle
    Triangle to triangle

Getting ready

We need to implement a new OverlapOnAxis test as well as the actual SAT test. The actual SAT test will be performed inside the TriangleTriangle collision function. We first covered the Separating Axis Theorem in Chapter 5, 2D Collisions. In this section we will check 11 axes of potential separation. If any axis of separation is found, the triangles do not intersect.

How to do it…

Follow these steps to check if two triangles intersect:

  1. Declare the OverlapOnAxis and TriangleTriangle function in Geometry3D.h:
    bool OverlapOnAxis(const Triangle& t1, 
        const Triangle& t2, const vec3& axis);
    bool TriangleTriangle(const Triangle& t1, 
        const Triangle& t2);
  2. Implement the OverlapOnAxis function in Geometry3D...
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