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Game Physics Cookbook
book

Game Physics Cookbook

by Gabor Szauer
March 2017
Intermediate to advanced
480 pages
11h 3m
English
Packt Publishing
Content preview from Game Physics Cookbook

Chapter 9. 3D Shape Intersections

In this chapter, we are going to cover how to check whether 3D shapes are intersecting. The following intersection tests will be covered:

  • Sphere to sphere
  • Sphere to AABB
  • Sphere to OBB
  • Sphere to plane
  • AABB to AABB
  • AABB to OBB
  • AABB to plane
  • OBB to OBB
  • OBB to plane
  • Plane to plane

Introduction

In the last chapter, we covered how to test if a given point is intersecting any of the 3D primitives we have implemented so far. In this chapter, we take these intersections tests one step further by checking if any of the 3D primitives have intersected any other primitive. We will implement collision checks for all primitives.

The collision tests we write in this chapter can be used later to check if two objects intersect. Once we know ...

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Publisher Resources

ISBN: 9781787123663