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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
Tools
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

AABB-to-plane


An AABB does not intersect a plane if all four corners of the box are on the same side of the plane. A naive solution to this problem would be to get all eight corners of the plane as points, and then perform a half space test with every corner against the plane.

A better solution would be to use the GetInterval function we wrote in the AABB to OBB section of this chapter to get the interval of the box along the normal of the plane. Then, we just have to make sure that the min and max intervals of the AABB are both greater than 0, or less than 0. If the signs of the min and max are different, we have an intersection.

We are going to take a third, more optimal approach. We will project the half extents of the box onto the plane. Then, we will find the distance between the box and the plane. We find the distance between the box and the plane by measuring how far the projected box interval is from the origin along the normal. If the distance of the box from the plane is less than...

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