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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

Index

A

  • absolute tolerance
    • about / Comparison
    • reference link / Comparison
  • accessor function
    • about / Linear Velocity
  • accumulated impulses
    • about / Accumulated impulse
  • adjugate function
    • implementing / Adjugate matrix, Getting ready
  • angles
    • about / Angles, How to do it…, How it works…
    • radians / Radians and degrees
    • degrees / Radians and degrees
  • Angular Acceleration
    • about / Angular Velocity and Acceleration
    • Tangential Acceleration / Tangential Acceleration
    • Centripetal Acceleration / Tangential Acceleration, Centripetal Acceleration
  • Angular Impulse
    • about / Introduction
    • using / Angular Impulse, How to do it..., How it works...
    • reference link / There's more...
    • non-linear projection / Non-linear projection
  • angular momentum
    • reference link / Tensors
  • Angular Velocity
    • about / Angular Velocity, Angular Velocity and Acceleration, How to do it..., There's more...
    • Torque / Torque
    • Inertia Tensor / Inertia Tensor
    • tensors / Tensors
  • anti-symmetric matrix
    • reference link / How it works…
  • arbiter
    • about / Expanding Polytope Algorithm (EPA), Arbiters
  • arbiter system
    • implementing / Arbiters
  • Axis Aligned Bounding Box (AABB)
    • about / Axis Aligned Bounding Box, How to do it, How it works, Point and AABB, Sphere-to-AABB, Introduction, Triangle to Axis Aligned Bounding Box, The Model object, Bounding Box in frustum
    • point tests, implementing / Point and AABB, Getting ready, How to do it…, How it works…
    • raycast, implementing / Raycast Axis Aligned Bounding Box, How to do it…, How it works…
    • Linetest function, implementing / Linetest Axis Aligned Bounding Box, Getting ready, How it works…
    • Raycast function, updating / Raycast Bounding Box, How to do it…, How it works…
  • Axis Aligned Bounding Box (AABB) to Axis Aligned Bounding Box
    • intersection, testing / AABB-to-AABB, How to do it…
  • Axis Aligned Bounding Box (AABB) to Oriented Bounding Box
    • intersection, testing / AABB-to-OBB, Getting ready, How to do it…, How it works…
  • Axis Aligned Bounding Box (AABB) to plane
    • intersection, testing / AABB-to-plane, Getting ready, How it works…
  • Axis Aligned rectanlge
    • about / Oriented rectangle
  • axis angle rotation
    • about / Axis angle rotation, Getting ready, How it works…
  • axis of intersection
    • about / Manifold for boxes

B

  • Ball Joint / Joints
  • barycentric coordinates
    • about / Raycast Triangle
  • basis vectors
    • about / How rotations work
  • Baumgarte Stabilization
    • about / Stability improvements
  • bend springs
    • about / Cloth
  • BoundingShape
    • about / Getting ready
  • Bounding Volume Hierarchy (BVH)
    • about / Mesh optimization
  • Box2D
    • about / Box2D
    • reference link / Box2D
  • Box2D Lite
    • about / Open source physics engines, Box2D Lite
    • reference link / Box2D Lite
  • broad-phase collision
    • about / Operations on the scene
  • broad phase collision
    • about / Broad phase collisions, How to do it…, How it works…
  • Bullet
    • about / Bullet
    • reference link / Bullet

C

  • camera
    • building / Introduction
  • camera class
    • creating / Camera object, How to do it…, How it works…
  • Center of Mass
    • about / Centripetal Acceleration
  • center point
    • about / Getting ready, Axis Aligned Bounding Box
  • Centripetal Acceleration
    • about / Tangential Acceleration, Centripetal Acceleration
  • circle
    • about / Circle, How it works…
  • circle to circle
    • intersection, verifying / Circle to circle, How it works…
  • circle to oriented rectangle
    • intersection, testing / Circle to oriented rectangle, Getting ready, How to do it…
  • circle to rectangle
    • intersection, verifying / Circle to rectangle, How to do it…, How it works…
  • Closest Point / Circle to rectangle, Getting ready, How to do it…, How it works…
  • closest point
    • determining, of sphere / How it works…
    • determining, on AABB / How it works…
    • determining, on OBB / How it works…
    • determining, on plane / How it works…
    • determining, on line / How it works…
    • determining, on ray / How it works…
    • finding, on triangle / Closest point triangle, Getting ready, How to do it…, How it works…
  • cloth
    • about / Cloth, Getting ready
    • creating / How to do it…, How it works…
    • adding, to Physics Sytem / Physics System Modification, How to do it…, How it works…
  • co-directional
    • about / How it works…
  • co-planar
    • about / Triangle
  • Coefficient of Friction
    • about / Friction
  • Coefficient of Restitution
    • about / Solving constraints, Linear Velocity, Linear Impulse
  • cofactor of matrix
    • about / Cofactor
  • collision
    • resolving / Collision resolution
  • collision checks
    • implementing / Introduction
  • Collision Manifold
    • about / Introduction, Manifold for spheres
    • finding, of sphere / Manifold for spheres, Getting ready, How to do it…, How it works…
    • finding, of OBB / Manifold for boxes, How to do it…, How it works…
    • reference link / There's more…
    • duplicate points / Duplicate points
  • collision normal
    • about / Manifold for spheres
  • collisions
    • about / Introduction
  • Column Major matrix
    • about / Matrix majors
  • complex shape
    • about / Simple and complex shapes, How it works…
  • component-wise operations
    • about / Component-wise operations, How to do it…
    • addition / Addition
    • subtraction / Subtraction
    • multiplication (vector and scalar) / Multiplication (Vector and Scalar)
    • comparison / Comparison
  • Configuration Space Object (CSO)
    • about / Minkowski Sum
  • containing circle
    • about / Containing circle, Getting ready, How it works…
  • containing rectangle
    • about / Containing rectangle, Getting ready, How it works…
  • containment test
    • about / Point and Oriented Bounding Box
  • Convex Hulls
    • about / There's more…
  • Coulombs Law
    • about / How to do it...
  • Cramers Rule
    • about / How to do it…
    • using / How it works…
    • reference link / How it works…
  • cross product
    • about / Cross product, How to do it…, How it works…
  • cross products
    • about / How it works…
  • Cyclone Physics
    • about / Cyclone Physics
    • reference link / Cyclone Physics
  • Cyrus-Beck clipping
    • about / How it works…

D

  • 2D collisions
    • optimizing / Introduction
  • 2D line
    • about / 2D lines, How to do it…
  • 2D point
    • about / 2D points, How it works…
  • 3D line segment
    • implementing / How to do it…
  • 3D point
    • about / Point, Getting ready, How it works…
  • 3D scene
    • about / The Scene object
    • implementing / How to do it…
  • Dear IMGUI library
    • about / How it works…
    • reference link / There's more…
  • determinant
    • finding, of 2x2 matrix / Determinant of a 2x2 matrix, How it works…
    • finding, of 3x3 matrix / Determinant of a 3x3 matrix, How it works…
  • determinants
    • about / Determinant of a 2x2 matrix
  • direction / Vector definition
  • DirectX
    • about / Matrix majors, Projection matrix, How it works…
  • Distance Joint / Joints
  • dot product
    • about / Dot product, How to do it…, How it works…, There's more…
    • geometric definition / Geometric definition
  • dyn4j
    • about / Dyn4j
    • reference link / Dyn4j

E

  • End point
    • about / Line segment
  • End Point
    • about / 2D lines
  • epsilon test
    • about / How it works…
  • Euler Integration
    • about / Integrating particles, How it works…, There's more…, Linear Velocity
  • Expanding Polytope Algorithm (EPA)
    • about / Expanding Polytope Algorithm (EPA)
    • reference link / Expanding Polytope Algorithm (EPA)
  • eye space
    • about / View matrix

F

  • Field Of View (FOV)
    • about / Projection matrix
  • Fixed Joint / Joints
  • framework
    • about / Framework introduction, How to do it…, How it works…, There's more…
  • Friction
    • about / Linear Velocity
  • frustum
    • about / Frustum object
    • creating, from matrix / Frustum from matrix, How to do it…, How it works…
    • intersection tests, implementing for sphere / Getting ready, How to do it…, How it works…
    • OBB / Bounding Box in frustum, Getting ready, How to do it…, How it works…
  • Frustum object
    • creating / Frustum object, Getting ready, How to do it…, How it works…
  • Frustum primitive
    • about / Introduction

G

  • game physics
    • references / Online resources
  • generic cofactor function
    • implementing / Cofactor, How to do it…
  • generic collisions
    • about / Generic collisions
    • Minkowski Sum / Minkowski Sum
    • GJK / Gilbert Johnson Keerthi (GJK)
    • EPA / Expanding Polytope Algorithm (EPA)
  • generic Transpose function
    • implementing / Transpose, Getting ready, How to do it…, How it works…
  • Gilbert-Johnson-Keerthi (GJK)
    • about / There's more…
  • Gilbert Johnson Keerthi (GJK)
    • about / Generic collisions, Gilbert Johnson Keerthi (GJK)
    • reference link / Gilbert Johnson Keerthi (GJK)
    • implementing / Gilbert Johnson Keerthi (GJK)
  • Gimbal Lock
    • about / How rotations work, Axis angle rotation
  • GLAD OpenGL Loader
    • about / There's more…
    • reference link / There's more…
  • ground clamping
    • about / Introduction

H

  • half-extents
    • about / Getting ready, Axis Aligned Bounding Box
  • Hinge Joint / Joints
  • Hookes Law
    • about / Springs

I

  • identity matrix
    • about / Identity matrix, Getting ready, How to do it…, How it works…
  • Impulses
    • about / Linear Impulse
    • reference link / There's more...
  • Inertia Tensor
    • about / Inertia Tensor
  • Infinite Subdivision
    • about / Quad tree
  • Integration
    • about / Integrating particles

J

  • JigLib
    • about / JigLib
    • reference link / JigLib
  • joint
    • about / Joints, How to do it…, How it works…
  • joint, types
    • Distance Joint / Joints
    • Ball Joint / Joints
    • Hinge Joint / Joints
    • Slider Joint / Joints
    • Fixed Joint / Joints
    • Motor Joint / Joints

L

  • Laplace Expansion
    • about / Determinant of a 2x2 matrix, Determinant of a 3x3 matrix, How it works…
  • Lateral Axis
    • about / How rotations work
  • Left Handed Coordinate System
    • about / Projection matrix
  • length of vector
    • about / Magnitude
  • line
    • about / 2D lines, Line segment
    • point tests, implementing / Point and line, Getting ready, How it works…
  • Linear Algebra
    • about / Introduction
    • reference link / Introduction
  • Linear Impulse
    • about / Introduction, How to do it...
    • using / Linear Impulse, How to do it...
    • finding / Linear Impulse
    • friction / Friction, There's more...
  • Linear Projection
    • about / Physics System Update, How it works...
  • linear transformation
    • about / Rotation matrices
  • Linear Velocity
    • about / Linear Velocity, How to do it..., How it works...
  • line intersection
    • about / Line intersection, How to do it…
    • line circle / Line circle
    • line rectangle / Line rectangle
    • line oriented rectangle / Line oriented rectangle
  • Line Segment
    • about / 2D lines, Line segment, Getting ready
  • Linetest function
    • implementing, on sphere / Linetest Sphere, Getting ready
    • implementing, on AABB / Linetest Axis Aligned Bounding Box, Getting ready, How it works…
    • implementing, on OBB / Linetest Oriented Bounding Box, How it works…
    • implementing, against plane / Linetest Plane, How to do it…, How it works…
    • implementing / Linetest Triangle
  • line to triangle
    • intersection, verifying / Linetest Triangle, How to do it…
  • Longitudinal Axis
    • about / How rotations work

M

  • magnitude / Vector definition
    • about / Magnitude, How it works…, There's more…
  • Matrices
    • about / Introduction
  • matrix
    • definition / Matrix definition, How to do it…, How it works…
    • multiplication / Multiplication, How to do it…, How it works…
    • using / Introduction
    • frustum, creating / Frustum from matrix, How to do it…, How it works…
  • matrix inverse
    • about / Matrix inverse, How it works…
    • expanding / Expanding the inverse
  • matrix majors
    • Row Major Matrix / Matrix majors
    • Column Major Matrix / Matrix majors
    • Row Major matrix / Matrix majors
    • Column Major matrix / Matrix majors
  • mesh
    • about / Mesh object
    • implementing / How to do it…, How it works…
    • optimization / Mesh optimization, How to do it…, How it works…
    • intersection tests, implementing / Mesh operations, How to do it…, How it works…
  • mesh object
    • about / Mesh object
  • Minkowski Addition
    • about / Minkowski Sum
  • Minkowski Difference
    • about / Minkowski Sum
  • Minkowski Sum
    • about / Generic collisions, Minkowski Sum
  • minor function
    • implementing / Matrix of minors, How to do it…, How it works…
    • of 2x2 matrix / Minor of a 2x2 matrix
    • of 3x3 matrix / Minor of a 3x3 matrix
  • MIT License
    • about / There's more…
  • Model class
    • intersection tests, implementing / How to do it…
  • Model object
    • about / The Model object, How to do it…
  • models
    • operations / Operations on models, Getting ready, How to do it…, How it works…
  • moment of inertia
    • reference link / Inertia Tensor, Tensors
  • Motor Joint / Joints
  • mutator function
    • about / Linear Velocity

N

  • n-tuple
    • about / Vector definition
  • Newtons Laws of Motion
    • about / Integrating particles
  • normalizing
    • about / Normalizing, How to do it…
  • normals
    • about / Plane-to-plane
  • normal vector
    • about / Normalizing

O

  • Octree
    • about / The Octree object
    • implementing / How to do it…
    • support functions, implementing / Octree contents, How to do it…, How it works…
    • operations / Operations on the Octree, How to do it…, How it works…
    • integration, into scene / Getting ready, How to do it…, How it works…
  • Octree acceleration structure
    • about / Introduction
  • Octree culling
    • about / Octree culling, How to do it…, How it works…
  • Octree object
    • about / The Octree object, How to do it…, How it works…
  • Open Dynamics Engine (ODE)
    • about / ODE
    • reference link / ODE
  • OpenGL
    • about / Matrix majors, Projection matrix, How it works…, There's more…
    • reference link / There's more…
  • open source physics engines
    • about / Open source physics engines
    • Box2D Lite / Box2D Lite
    • Box2D / Box2D
    • dyn4j / Dyn4j
    • Bullet / Bullet
    • ODE / ODE
    • JigLib / JigLib
    • react3D / React 3D
    • qu3e / Qu3e
    • Cyclone Physics / Cyclone Physics
  • operations
    • implementing, on 4x4 matrix / Operations on a 4x4 matrix, How to do it…
    • on models / Operations on models, Getting ready, How to do it…, How it works…
    • on scene / Operations on the scene, How to do it…, How it works…
    • on Octree / Operations on the Octree, How to do it…, How it works…
  • Orbital Camera
    • creating / Camera controls, Getting ready, How to do it…, How it works…
    • about / Camera controls
  • Oriented Bounding Box (OBB)
    • about / Oriented Bounding Box, Getting ready, Point and Oriented Bounding Box, Sphere-to-OBB, Introduction, Triangle to Oriented Bounding Box, Getting ready, How to do it…, Getting ready, Bounding Box in frustum
    • point tests, implementing / Point and Oriented Bounding Box, How to do it…, How it works…
    • raycast, implementing / Raycast Oriented Bounding Box, How to do it…, How it works…
    • Linetest function, implementing / Linetest Oriented Bounding Box, How it works…
    • in frustum / Bounding Box in frustum, Getting ready, How to do it…, How it works…
    • Raycast function, updating / Raycast Bounding Box, How to do it…, How it works…
    • Collision Manifold, finding / Manifold for boxes, How to do it…, How it works…
  • Oriented Bounding Box (OBB) to Oriented Bounding Bob (OBB)
    • intersection, testing / OBB-to-OBB, How to do it…
  • Oriented Bounding Box (OBB) to plane
    • intersection, testing / OBB-to-plane, How to do it…, How it works…
  • oriented rectangle
    • about / Oriented rectangle, How it works…
  • oriented rectangle to oriented rectangle
    • intersection, testing / Oriented rectangle to oriented rectangle, Getting ready, How it works…
  • ortho-normal
    • about / Camera object
  • ortho-normal matrix
    • about / Getting ready
  • orthogonal camera
    • about / Camera object
  • orthogonal vectors
    • about / Camera object
  • orthographic projection
    • about / Projection matrix

P

  • particles
    • integrating / Integrating particles, How to do it…, How it works…
    • modifications / Particle Modifications, Getting ready, How to do it…, How it works…
  • penalty based collision resolution
    • about / Collision resolution
  • penalty force
    • about / Collision resolution
  • penetration distance
    • about / Manifold for spheres
  • Perpendicular Axis
    • about / How rotations work
  • perspective projection
    • about / Projection matrix
  • Physics Scene
    • about / The Scene object
  • Physics System
    • about / Introduction
    • implementing / Physics system, Getting ready, How to do it…, How it works…
    • updating / Physics System Update, How to do it..., How it works...
    • reference link / How it works...
    • modification, for adding cloth support / Physics System Modification, How to do it…, How it works…
  • picking
    • implementing / Picking, Getting ready, How to do it…, There's more…
  • pitch
    • about / How rotations work
  • plane
    • about / Plane, Getting ready
    • point tests, implementing / Point and plane, How to do it…
    • raycast, implementing / Raycast plane, How to do it…, How it works…
    • Linetest function, implementing / Linetest Plane, How to do it…, How it works…
  • plane equation
    • about / Plane
  • planes
    • Raycast function, updating for planes / Raycast plane and triangle
    • Raycast function, updating / How to do it…, How it works…
  • plane to plane
    • intersection, testing / Plane-to-plane
  • point
    • about / Vector matrix multiplication, 2D points
    • implementing, in triangle / Point in triangle, How to do it…, How it works…
  • point containment
    • about / Point containment, How to do it…
    • point on line / Point on a line
    • point in circle / Point in a circle
    • point in rectangle / Point in a rectangle
    • point in oriented rectangle / Point in an oriented rectangle
  • point mass system
    • about / Particle Modifications, Cloth
  • point tests
    • implementing, for sphere / Point and sphere, Getting ready, How to do it…
    • implementing, for AABB / Point and AABB, Getting ready, How to do it…, How it works…
    • implementing, for OBB / Point and Oriented Bounding Box, How to do it…, How it works…
    • implementing, for plane / Point and plane, How to do it…
    • implementing, for line / Point and line, Getting ready, How it works…
    • implementing, for ray / Point and ray, Getting ready, How to do it…
  • Post Multiplication
    • about / Vector matrix multiplication
  • Pre Multiplication
    • about / Vector matrix multiplication
  • Projection
    • about / Picking
  • projection
    • about / Projection, Getting ready, How it works…
  • projection matrix
    • about / Projection matrix, How it works…, Introduction
    • orthographic projection / Projection matrix
    • perspective projection / Projection matrix
    • reference link / Projection matrix
  • Purplemath
    • reference link / Introduction

Q

  • qu3e
    • about / Qu3e
    • reference link / Qu3e
  • quad tree
    • about / Quad tree, How to do it…, How it works…
  • Quaternion
    • about / There's more...
    • reference link / There's more...
  • querying
    • about / Operations on the scene

R

  • radians
    • reference link / Radians and degrees
  • radius
    • about / Circle
  • ray
    • about / Ray, How it works…
    • point tests, implementing / Point and ray, Getting ready, How to do it…
  • Raycast function
    • updating, for AABB / Raycast Bounding Box, How to do it…, How it works…
    • updating, for OBB / Raycast Bounding Box, How to do it…, How it works…
    • updating, for triangles / Raycast plane and triangle, How to do it…, How it works…
    • updating, for planes / Raycast plane and triangle, How to do it…, How it works…
  • raycasting
    • implementing, against sphere / How to do it…, How it works…
    • implementing, against AABB / Raycast Axis Aligned Bounding Box, How to do it…, How it works…
    • implementing, against OBB / Raycast Oriented Bounding Box, How to do it…, How it works…
    • implementing, against plane / Raycast plane, How to do it…, How it works…
    • triangle / Raycast Triangle, How to do it…, How it works…
    • about / How to do it…, Operations on the scene
  • RaycastSphere function
    • updating / Raycast sphere, How to do it…, How it works…
  • react3D
    • about / React 3D
    • reference link / React 3D
  • rectangle
    • about / Rectangle, How to do it…
  • rectangle to oriented rectangle
    • intersection, testing / Rectangle to oriented rectangle, Getting ready, How to do it…, How it works…
  • rectangle to rectangle
    • intersection, testing / Rectangle to rectangle, Getting ready, How it works…
  • reflection
    • about / Reflection, Getting ready, How it works…
  • Relative Normal
    • about / Linear Impulse
  • relative tolerance
    • about / Comparison
    • reference link / Comparison
  • Relative Velocity
    • about / Linear Impulse
  • Render Scene
    • about / The Scene object
  • Resting Length
    • about / Springs
  • restoring force
    • about / Springs
  • Right Handed Coordinate System
    • about / Projection matrix
  • rigidbody
    • about / Physics system
    • modifications / Rigidbody Modifications, How it works…
  • roll
    • about / How rotations work
  • rotation
    • working / How rotations work, How to do it…
  • Rotation
    • about / Oriented rectangle
  • rotation matrices
    • about / Rotation matrices, How to do it…, How it works…
    • X-Basis vector / X-Basis vector
    • Y-Basis vector / Y-Basis vector
    • Z-Basis vector / Z-Basis vector
    • X rotation / X and Y rotation
    • Y rotation / X and Y rotation
  • Row Major matrix
    • about / Matrix majors
  • runtimes
    • reference link / Generic collisions

S

  • scalar multiplication
    • about / Multiplication
  • scalar product
    • about / Dot product
  • scale
    • about / Scaling
  • scale factor
    • about / The Model object
  • scaling
    • about / Scaling, Getting ready, How it works…
  • scene
    • raycasting operation / Operations on the scene, How to do it…, How it works…
    • querying operation / Operations on the scene, How to do it…, How it works…
    • Octree, integration / Octree scene integration, How to do it…, How it works…
  • Scene object
    • about / The Scene object, How to do it…, There's more
  • Separating Axis Theorem
    • implementing, for robustness / Robustness of the Separating Axis Theorem, Getting ready, How to do it…, How it works…
  • Separating Axis Theorem (SAT) / Introduction
    • about / Separating Axis Theorem, How to do it…, How it works…, AABB-to-OBB, How it works…, Generic collisions
    • axis, determining to test / Determining which axis to test
  • set of contact points
    • about / Manifold for spheres
  • shear springs
    • about / Cloth
  • signed displacement / Vector definition
  • simple shape
    • about / Simple and complex shapes, How to do it…
  • sinking
    • about / Physics System Update
  • slab tests
    • about / How it works…
  • Slider Joint / Joints
  • slop
    • adding / Stability improvements
  • slope intercept form
    • about / 2D lines, How to do it…
  • soft body
    • about / Cloth
  • soft body objects
    • about / Softbody objects
  • SOH-CAH-TOA
    • about / There's more…
  • SolveConstraints method
    • implementing / Solving constraints, How to do it…, How it works…
  • sphere
    • about / Sphere, Getting ready, How it works…
    • point tests, implementing / Point and sphere, Getting ready, How to do it…
    • raycast, implementing / How to do it…, How it works…
    • Linetest function, implementing / Linetest Sphere, Getting ready
    • intersection tests, implementing against frustum / Getting ready, How to do it…, How it works…
    • Collision Manifold, finding / Manifold for spheres, Getting ready, How to do it…, How it works…
  • sphere to Axis Aligned Bounding Box (AABB)
    • intersection, testing / Sphere-to-AABB, Getting ready
  • sphere to Oriented Bounding Box (OBB)
    • intersection, testing / Sphere-to-OBB, How to do it…, How it works…
  • sphere to plane
    • intersection, testing / Sphere-to-plane, How to do it…
  • sphere to sphere
    • intersection, testing / Sphere-to-sphere, How it works…
  • springs
    • about / Springs, How to do it…, How it works…, Springs
    • collision, resolving / Collision resolution
    • soft body objects / Softbody objects
  • springs Equilibrium
    • about / Springs
  • square matrix
    • about / Matrix definition
  • stability improvements
    • about / Stability improvements
    • arbiter / Arbiters
    • accumulated impulses / Accumulated impulse
  • Start Point
    • about / 2D lines
  • Start point
    • about / Line segment
  • structural springs
    • about / Cloth
  • support function
    • about / Generic collisions
  • symmetric matrix
    • reference link / How it works…

T

  • Tangential Acceleration
    • about / Tangential Acceleration
  • tensors
    • about / Tensors
    • reference link / Tensors
  • Tiny OBJ Loader
    • reference link / There's more…
  • Torque
    • about / Torque
  • transform matrix
    • about / Transform matrix, Getting ready, How it works…
  • translation
    • about / Translation, Getting Ready, How it works…
  • triangle
    • about / Triangle, How to do it
    • point, implementing in / Point in triangle, How to do it…, How it works…
    • closest point, finding / Closest point triangle, Getting ready, How to do it…, How it works…
    • raycasting / Raycast Triangle, How to do it…, How it works…
  • triangles
    • Raycast function, updating for planes / Raycast plane and triangle
    • Raycast function, updating / How to do it…, How it works…
  • triangle to Axis Aligned Bounding Box (AABB)
    • intersection, verifying / Triangle to Axis Aligned Bounding Box, Getting ready, How to do it…
  • triangle to Oriented Bounding Box (OBB)
    • intersection, verifying / Triangle to Oriented Bounding Box, Getting ready, How to do it…
  • triangle to plane
    • intersection, verifying / Triangle to plane, How to do it…
  • triangle to sphere
    • intersection, verifying / Triangle to sphere, How to do it…
  • triangle to triangle
    • intersection, verifying / Triangle to triangle, Getting ready, How to do it…, How it works…
  • tunneling
    • about / How it works…
  • tuple
    • about / Vector definition

U

  • unit length
    • about / Normalizing
  • unit vector
    • about / Normalizing
  • Unprojection
    • about / Picking

V

  • vector
    • about / Introduction, Vector matrix multiplication
    • definition / Vector definition, Getting ready, How it works…
    • direction / Vector definition
    • magnitude / Vector definition
    • W component / The W component
  • vector equality / Component-wise operations
  • vector matrix multiplication
    • about / Vector matrix multiplication, How to do it…, How it works…
  • Velocity Verlet Integration
    • about / There's more…
    • using / Verlet Integration, How to do it…, How it works…
  • view matrix
    • about / View matrix, How it works…, Introduction
  • View Transform matrix
    • about / Getting ready

W

  • W component / The W component
  • world transform
    • about / Camera object

X

  • 2x2 matrix
    • determinant, finding / Determinant of a 2x2 matrix, How it works…
  • 3 X 3 Rotation Matrix
    • about / How rotations work
  • 3x3 matrix
    • determinant, finding / Determinant of a 3x3 matrix, How it works…
  • 4x4 matrix
    • operations, implementing / Operations on a 4x4 matrix, How to do it…

Y

  • yaw
    • about / How rotations work
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