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Game Physics Cookbook

You're reading from  Game Physics Cookbook

Product type Book
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Pages 480 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer

Table of Contents (27) Chapters

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors 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


An oriented rectangle is very similar to a non-oriented (Axis Aligned) rectangle. They both have a Position and a size, but the oriented rectangle also has a Rotation. Rotating a rectangle will allow us to better approximate the shape of objects as shown in the following diagram:

Getting ready

Unlike the Rectangle2D, we're going to represent an OrientedRectangle using a center point and half-extents. Additionally, we're also going to store a Rotation. It makes no sense for an oriented rectangle to have a min or max, so we're not going to implement these helper functions for the OrientedRectangle structure.

The reason we represent the rectangle this way is because it will make rotating objects relative to the rectangle easier. As an added bonus, by doing this we will have covered all three methods described earlier to represent a rectangle.

How to do it…

Follow these steps to create an oriented rectangle:

  1. Start the declaration of the OrientedRectangle structure in Geometry2D...

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