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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (27) Chapters Close

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints Advanced Topics Index

Oriented rectangle to oriented rectangle


There are two ways we can check for collision between two oriented rectangles. First, we could extend the SAT test with two additional axis. This means we would have six axes of potential separation:

  • The X and Y axis of the world

  • The local X and Y axis of the first rectangle

  • The local X and Y axis of the second rectangle.

While adding two new axes of potential separation would not increase the cost of the collision check too much, there is an alternate, somewhat easier way we can perform an intersection test between two oriented rectangles.

The other way to check intersection would be to translate both rectangles into the local space of the first rectangle, leaving us with a non-oriented rectangle and an oriented rectangle. At that point we could just call our existing function from the last section. We're going to use the latter method, where we translate one rectangle into the local space of the other one.

Getting ready

We are going to implement a function...

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