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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
8.3 A Dynamic Collision Detection System 459
// specified time interval.
float fF1 = Pseudodistance(fMaxTime,rkVelocity0,
rkVelocity1);
if (fF1 > 0.0f)
{
// Compute or estimate the derivative F’(tmax).
float fFDer1 = PseudodistanceDerivative(
fMaxTime,fF1,rkVelocity0,rkVelocity1);
if (fFDer1 < 0.0f)
{
// The objects are moving toward each other and
// do not intersect during the specified time
// interval.
return SEPARATED;
}
}
return UNKNOWN;
}
The base class function Find is the following.
Colliders::CollisionType Colliders::Find (float fMaxTime,
const Vector3f& rkVelocity0, const Vector3f& rkVelocity1,
float& rfContactTime)
{
float fF0, fFDer0;
CollisionType eCollisionType = FastNoIntersection(
fMaxTime,rkVelocity0,rkVelocity1,fF0,fFDer0);
if (eCollisionType !=
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Publisher Resources

ISBN: 9781482267303