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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

Containing rectangle


A containing rectangle is very similar to a containing circle. We will find the minimum non-oriented rectangle that contains a set of points. Depending on the shape being contained, a rectangle might be a tighter fit than a circle:

Getting ready

The ContainingRectangle function is going to be very similar to the ContainingCircle function. Just like ContainingCircle, this function will take an array of points, and a count of the number of points in the array. Given this set of input points, ContainingRectangle will return the minimum non-oriented rectangle that encompasses every point.

How to do it…

Follow these steps to create a function that will create a bounding rectangle from a set of points:

  1. Declare the ContainingRectangle function in Geometry2D.h:

    Rectangle2D ContainingRectangle(Point2D* pointArray, 
       int arrayCount);
  2. Implement the ContainingRectangle function in Geometry2D.cpp:

    Rectangle2D ContainingRectangle(Point2D* pointArray, 
       int arrayCount) {
       vec2 min =...
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