Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Arrow right icon
View More author details
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

Raycast Bounding Box

Any box in 3D space, OBB, or AABB has six sides. This means the normal of a Raycast against a box will be the normal of one of the six sides. When doing a Raycast against a Bounding Box, we find the point of impact the same way we did for a Raycast against a Sphere. The normal, however, will be the same as the normal of the side which the ray hit.

Getting ready

Several of our existing functions use Raycast against AABB or OBB internally. When we change the API, we must be careful to update every spot where these functions are used. We must update the Linetest functions and the MeshRay function. In this section we are going to rewrite the Raycast function for AABB and OBB.

How to do it…

Follow these steps to update the Raycast functions of boxes in a way that they provide additional useful data:

  1. Update the declarations of Raycast against both OBB and AABB in Geometry3D.h:
    bool Raycast(const AABB& aabb, const Ray& ray, 
       RaycastResult* outResult);
    bool Raycast...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image