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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

Octree contents

Once we have built an octree, we must manage models that might occupy the same space as the tree. There are three operations that will help us manage models within the tree. We want to know when a model is added to the tree or removed from the tree. We also want to know when a model moves, as it may occupy different leaf nodes at its new position.

Getting ready

In this section, we are going to implement three support functions for the octree. We are going to create an Insert function for when something is added to the tree. We are going to create a Remove function for when something is removed from the tree. And finally, an Update function for when something within the tree moves. The update function will simply remove the model from the tree and reinsert it.

How to do it…

Follow these steps to add objects to the octree or to remove objects from the octree:

  1. Declare the Insert, Remove, and Update functions in Scene.h:
    void Insert(OctreeNode* node, Model* model);
    void Remove...
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