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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

Sphere-to-plane


To check if a sphere intersects anything you follow a simple formula. Find the closest point to the sphere on the shape and use this point to find the distance between the sphere and the shape. Compare the resulting distance to the radius of the sphere. If the distance is less than the radius, there is a collision. Checking if a sphere and plane intersect follows this same formula:

Getting ready

We are going to implement a function to test if a sphere and a plane are intersecting. We will also use a #define macro to implement convenience functions to see if a plane intersects a sphere. This macro just switches the function name and arguments around.

How to do it…

Follow the given steps to implement a sphere to plane intersection test:

  1. Declare SpherePlane in Geometry3D.h:

    bool SpherePlane(const Sphere& sphere, const Plane& plane);
  2. Declare the PlaneSphere macro in Geometry3D.h:

    #define PlaneSphere(plane, sphere) \
       SpherePlane(sphere, plane)
  3. Implement SpherePlane in Geometry3D...

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