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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 and plane


We have seen the plane equation before; a point is on a plane if the result of the plane equation is 0. To find the point on the plane closest to a test point, we must project the test point onto the normal of the plane. We then subtract this new vector from the test point to get the closest point:

Getting ready

We are going to implement two functions. The first function will test whether a point is on the surface of a plane using the plane equation. The second function will find the point on a plane closest to a given test point.

How to do it…

Perform the following steps to implement point tests for a plane:

  1. Declare PointOnPlane and ClosestPoint in Geometry3D.h:

    bool PointOnPlane(const Point& point, const Plane& plane);
    Point ClosestPoint(const Plane& plane, const Point& point);
  2. Implement PointOnPlane in Geometry3D.cpp:

    bool PointOnPlane(const Point& point, const Plane& plane) {
        float dot = Dot(point, plane.normal);
        // To make this more robust, use...
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