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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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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 Oriented Bounding Box

Like triangle to AABB, testing a triangle and an Oriented Bounding Box (OBB) is done using the SAT. In fact, the only difference in the actual test is the rotation frame of the bounding box.

Getting ready

We already have the GetInterval support function written for both the OBB and the Triangle. We just need to write the OverlapOnAxis support function and the actual SAT test.

How to do it…

Follow these steps to check if a triangle and an OBB intersect:

  1. Declare OverlapOnAxis and TriangleOBB in Geometry3D.h:
    bool OverlapOnAxis(const OBB& obb, 
       const Triangle& triangle, const vec3& axis);
    bool TriangleOBB(const Triangle& t, const OBB& o);
  2. Add a convenience macro to Geometry3D.h:
    #define OBBTriangle(o, t) \
        TriangleOBB(t, o)
  3. Implement OverlapOnAxis in Geometry3D.cpp:
    bool OverlapOnAxis(const OBB& obb, 
    const Triangle& triangle, const vec3& axis) {
        Interval a = GetInterval(obb, axis);
        Interval b = GetInterval(triangle...
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