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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

Bounding Box in frustum

To test if an Oriented Bounding Box (OBB) or an Axis Aligned Bounding Box (AABB) intersects a frustum, follow the same steps. First we have to be able to classify the box against a plane. A box and a plane can have one of three intersection states:

  • The box is in front of the plane
  • The box is behind the plane
  • The box intersects the plane

Once we are able to classify a box to a plane, we need to loop through every plane of the frustum and classify the box against each plane. If the box is fully behind any of the six planes, there is no intersection. If the box is in front of every plane, it is contained within the frustum. Otherwise, the box intersects the frustum:

Bounding Box in frustum

Getting ready

In this section, we are going to implement two Classify functions. One to classify an OBB against a plane, and one to classify an AABB against a plane. The Classify functions will have the following return values:

  • If the box is behind the plane, the negative distance is returned
  • If the box is in front...
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