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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

Line intersection


After point containment, the line intersection the is the next logical intersection test to implement. Knowing if a line intersects one of the basic 2D primitives is very useful, and in most cases rather straightforward to implement.

Getting ready

We are going to implement functions to test if a line is intersecting any of the basic 2D primitives. To keep the naming of these functions a little more convenient, we are going to use the #define macro to create aliases for each function.

How to do it…

Follow these steps to test if a line intersects any of the two-dimensional primitives we have defined so far:

  1. Declare the line test functions in Geometry2D.h:

    bool LineCircle(const Line2D& line, const Circle& circle);
    bool LineRectangle(const Line2D& l, const Rectangle2D& r);
    bool LineOrientedRectangle(const Line2D& line,
       const OrientedRectangle& rectangle);
  2. Using the #define directive, add aliases for all these functions to Geometry2D.h. These defines do not...

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