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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 10. 3D Line Intersections

In this chapter, we are going to cover linear intersections with 3D primitives. A linear intersection is a Raycast or line segment test. We will be covering the following tests:

  • Raycast Sphere
  • Raycast Axis Aligned Bounding Box
  • Raycast Oriented Bounding Box
  • Raycast plane
  • Linetest Sphere
  • Linetest Axis Aligned Bounding Box
  • Linetest Oriented Bounding Box
  • Linetest plane

Introduction

In this chapter, we are going to test if rays or line segments intersect primitives. The primitives that we are going to test against are Sphere, Axis Aligned Bounding Box (AABB), Oriented Bounding Box (OBB), and plane. Raycast intersections will return the distance along the ray that the intersection has happened. Line segment intersections will ...

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Publisher Resources

ISBN: 9781787123663