Game Development Reference
In-Depth Information
F IGURE 13.3
Cases of contact.
In each of the primitive collision cases that follow we will be looking for point-
face contacts and edge-edge contacts first. Those primitives with curved sides will
also use the lower cases when necessary.
13.2.1
C ONTACT D ATA
As we will see later in the topic, there are a number of bits of data we'll need for each
contact generated, as follows.
The collision point This is the point of contact between the objects. In prac-
tice objects will be interpenetrating somewhat, and there may be any number
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