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Game Physics Engine Development, 2nd Edition
book

Game Physics Engine Development, 2nd Edition

by Ian Millington
July 2010
Intermediate to advanced
524 pages
16h 56m
English
CRC Press
Content preview from Game Physics Engine Development, 2nd Edition
14.4 The Collision Resolution Pr ocess 369
unsigned numContacts,
real duration);
};
Excerpt from file src/contacts.cpp
void ContactResolver::prepareContacts(Contact* contacts,
unsigned numContacts,
real duration)
{
// Generate contact velocity and axis information.
Contact* lastContact = contacts + numContacts;
for (Contact* contact=contacts; contact < lastContact; contact++)
{
// Calculate the internal contact data (inertia, basis, etc.).
contact->calculateInternals(duration);
}
}
In the calculateInternals method of the contact, we need to calculate each of
the three bits of data: contact basis, relative position, and relative velocity:
Excerpt from file include/cyclo ...
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Publisher Resources

ISBN: 9780123819765