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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
Chapter
15
Intersection
Methods
T
he distance methods of Chapter 14 may be used to detect intersections of ob-
jects. Of course, a distance of zero means the objects are intersecting. The dis-
tance functions compute a pair of closest points, but if two objects are overlapping,
the number of intersection points may be infinite. This chapter presents some com-
monly used intersection methods that are not based on distance. The first part is
dedicated to line-object intersections and the last part is dedicated to object-object
intersections. In all cases, objects are treated as solids. A planar component such as a
triangle or rectangle and a spatial component ...
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Publisher Resources

ISBN: 9781482267303