coverpage
Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
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Customer Feedback
Preface
What this book covers
What you need for this book
Who this book is for
Sections
Conventions
Reader feedback
Customer support
Chapter 1. Vectors
Introduction
Vector definition
Component-wise operations
Dot product
Magnitude
Normalizing
Cross product
Angles
Projection
Reflection
Chapter 2. Matrices
Introduction
Matrix definition
Transpose
Multiplication
Identity matrix
Determinant of a 2x2 matrix
Matrix of minors
Cofactor
Determinant of a 3x3 matrix
Operations on a 4x4 matrix
Adjugate matrix
Matrix inverse
Chapter 3. Matrix Transformations
Introduction
Matrix majors
Translation
Scaling
How rotations work
Rotation matrices
Axis angle rotation
Vector matrix multiplication
Transform matrix
View matrix
Projection matrix
Chapter 4. 2D Primitive Shapes
Introduction
2D points
2D lines
Circle
Rectangle
Oriented rectangle
Point containment
Line intersection
Chapter 5. 2D Collisions
Introduction
Circle to circle
Circle to rectangle
Circle to oriented rectangle
Rectangle to rectangle
Separating Axis Theorem
Rectangle to oriented rectangle
Oriented rectangle to oriented rectangle
Chapter 6. 2D Optimizations
Introduction
Containing circle
Containing rectangle
Simple and complex shapes
Quad tree
Broad phase collisions
Chapter 7. 3D Primitive Shapes
Introduction
Point
Line segment
Ray
Sphere
Axis Aligned Bounding Box
Oriented Bounding Box
Plane
Triangle
Chapter 8. 3D Point Tests
Introduction
Point and sphere
Point and AABB
Point and Oriented Bounding Box
Point and plane
Point and line
Point and ray
Chapter 9. 3D Shape Intersections
Introduction
Sphere-to-sphere
Sphere-to-AABB
Sphere-to-OBB
Sphere-to-plane
AABB-to-AABB
AABB-to-OBB
AABB-to-plane
OBB-to-OBB
OBB-to-plane
Plane-to-plane
Chapter 10. 3D Line Intersections
Introduction
Raycast Sphere
Raycast Axis Aligned Bounding Box
Raycast Oriented Bounding Box
Raycast plane
Linetest Sphere
Linetest Axis Aligned Bounding Box
Linetest Oriented Bounding Box
Linetest Plane
Chapter 11. Triangles and Meshes
Introduction
Point in triangle
Closest point triangle
Triangle to sphere
Triangle to Axis Aligned Bounding Box
Triangle to Oriented Bounding Box
Triangle to plane
Triangle to triangle
Robustness of the Separating Axis Theorem
Raycast Triangle
Linetest Triangle
Mesh object
Mesh optimization
Mesh operations
Chapter 12. Models and Scenes
Introduction
The Model object
Operations on models
The Scene object
Operations on the scene
The Octree object
Octree contents
Operations on the Octree
Octree scene integration
Chapter 13. Camera and Frustum
Introduction
Camera object
Camera controls
Frustum object
Frustum from matrix
Sphere in frustum
Bounding Box in frustum
Octree culling
Picking
Chapter 14. Constraint Solving
Introduction
Framework introduction
Raycast sphere
Raycast Bounding Box
Raycast plane and triangle
Physics system
Integrating particles
Solving constraints
Verlet Integration
Chapter 15. Manifolds and Impulses
Introduction
Manifold for spheres
Manifold for boxes
Rigidbody Modifications
Linear Velocity
Linear Impulse
Physics System Update
Angular Velocity
Angular Impulse
Chapter 16. Springs and Joints
Introduction
Particle Modifications
Springs
Cloth
Physics System Modification
Joints
Appendix A. Advanced Topics
Introduction
Generic collisions
Stability improvements
Springs
Open source physics engines
Books
Online resources
Summary
Index
更新时间:2021-04-02 20:28:12