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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

Point containment


So far in this chapter, we have implemented the basic primitives for 2D shapes. Now we are going to implement the most basic primitive test for 2D shapes; point containment. It's often useful to know if a point is inside a shape or not.

Getting ready

We are going to implement a method to check if a point is on a line, as well as methods to check if a point is within a circle, rectangle, and oriented rectangle. These are the most basic 2D intersection tests we can perform.

How to do it…

Follow these steps to test if a point is contained within any of the two-dimensional primitives we have created so far:

  1. Declare the containment functions in Geometry2D.h:

    bool PointOnLine(const Point2D& point, const Line2D& line);
    bool PointInCircle(const Point2D& point, const Circle& c);
    bool PointInRectangle(const Point2D& point, 
       const Rectangle& rectangle);
    bool PointInOrientedRectangle(const Point2D& point,
       const OrientedRectangle& rectangle);
  2. Implement...

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