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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
8.5 Pathfinding to Avoid Collisions 499
V
0
A
0
A
1
Figure 8.39 The current vertex is V
0
and has two adjacent vertices A
0
and A
1
.
A
1
P
(a) (b)
P
VV
A
1
A
0
A
0
Figure 8.40 (a) The vertex V is a convex vertex relative to the other vertices A
0
and A
1
. (b) The
vertex V is a reflex vertex relative to the other vertices. In both cases, a vector P V
between vectors A
0
V and A
1
V is shown in blue.
In the case where V is convex with respect to its neighbors, D is between D
0
and
D
1
when the cross products E × E
1
and E
0
× E both have positive z-components.
That is, if you put your right hand in the direction E with your thumb up (out of the
plane of the page), and rotate your fingers ...
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Publisher Resources

ISBN: 9781482267303