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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

The Model object

The Mesh class in its current implementation cannot be transformed. All meshes are at origin. We are going to solve this problem by creating a new Model class. A Model will contain a Mesh, a translation, and a rotation. In general, rigid body physics engines do not deal with scale; so we will not add a scale factor to the new Model class.

Additionally, a Model might have an optional parent, another model. When a Model has a parent, the position and rotation stored in the Model are relative to its parent. This forms a transformation hierarchy. When the parent object moves, all of its children move with it. Our Model implementation will also track the Axis Aligned Bounding Box (AABB) of the model in local space.

Getting ready

We are going to create a new Model structure. This new structure represents a Mesh with some transform attached. Because models can be in a transform hierarchy, we will implement a GetWordMatrix function that will return the world matrix of the provided...

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