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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

Line segment


A line is the shortest straight path that goes through two points. A line extends infinitely in both directions. Like its 2D counterpart, the 3D line we are going to implement will actually be a Line Segment. We define this line segment using a Start point and an End point:

Getting ready

We are going to define a Line structure that holds start and end points. This structure represents a line segment. We will also implement two helper functions, Length and LengthSq. These functions will help us find the length and squared length of the line segment.

How to do it…

Follow these steps to implement a 3D line segment:

  1. Add the declaration of Line to Geometry3D.h:

    typedef struct Line {
       Point start;
       Point end;
    
       inline Line() {}
       inline Line(const Point& s, const Point& e) :
           start(s), end(e) { }
    } Line;
  2. Declare the helper functions Length and LengthSq in Geometry3D.h:

    float Length(const Line& line);
    float LengthSq(const Line& line);
  3. Create a new file, Geometry3D...

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