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        <title>2d_geometric_shapes</title>
        <link>https://iphys-wiki.lbbstudios.net/doku.php?id=2d_geometric_shapes&amp;rev=1664816933&amp;do=diff</link>
        <description>2D Geometry in Impulse Physics

Currently, there is support for:

	*  Circle
	*  Point (a typedef of 2D Vector)
	*  Line
	*  Rectangle
	*  Oriented Rectangle 

Line

A line consists of a start and end variable, each are Point2D instances.
For convienence, the following functions are present:</description>
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        <dc:date>2022-10-03T17:16:44+00:00</dc:date>
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        <title>2d_overlap_tests</title>
        <link>https://iphys-wiki.lbbstudios.net/doku.php?id=2d_overlap_tests&amp;rev=1664817404&amp;do=diff</link>
        <description>2D Overlap Tests

Inside of the ImpulsePhysics::CollisionChecks2D namespace, you will find the following functions available to you to check for any possible overlap:

(All of these return a bool as value, with true meaning the two given 2D Primitives are overlapping.)</description>
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        <dc:date>2022-04-30T20:12:16+00:00</dc:date>
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        <title>2d_vector</title>
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        <description>Vector2

Vector2 consists two floats, x and y. 
Similar to Matrices, Vectors also have two methods of accessing their variables.

Namely, you can access them directly, or using the [] operator, similar to an array. 

The following example uses both methods:</description>
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        <dc:date>2022-05-25T11:02:53+00:00</dc:date>
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        <title>2x2_matrix</title>
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        <description>2x2 Matrix

A 2×2 matrix can be constructed as an identity matrix or you can specify the values you'd like entered as floats.

The values of the matrix are stored in such a way that you can access them both by the [] operator, and as member variables.</description>
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        <dc:date>2023-04-13T19:56:51+00:00</dc:date>
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        <title>3d_geometric_shapes</title>
        <link>https://iphys-wiki.lbbstudios.net/doku.php?id=3d_geometric_shapes&amp;rev=1681415811&amp;do=diff</link>
        <description>3D Geometry in Impulse Physics

Currently, there is support for the following primitives:

	*  AABB
	*  Line
	*  OrientedBox
	*  Plane
	*  Rays (for use in Raycasting)
	*  Sphere
	*  Triangle

AABB

An Axis-Aligned Bounding Box, or 'AABB', is as the name implies a box that is aligned with the coordinate system's axes. It is a rectangular box that completely encloses an object or set of objects by defining the minimum and maximum points in each of the three dimensions. The edges of the box are pa…</description>
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        <dc:date>2022-05-01T18:36:54+00:00</dc:date>
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        <title>3d_vector</title>
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        <description>Vector3

Vector3 also supports the same access methods as Vector2, with an additional z component.

Construction methods

Vector3 objects can be constructed by either:

	*  Supplying the x, y, z components as floats.
	*  Supplying nothing, defaulting to a zero vector.</description>
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        <title>3x3_matrix</title>
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        <description>3x3 Matrix

The 3×3 Matrix features the same methods of accessing its variables as the 2x2 Matrix; but of course, has an extra column and row.

In addition to the base identity and custom matrix constructors, the 3×3 matrix also has constructors for:

	*  A</description>
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        <dc:date>2022-05-01T18:24:37+00:00</dc:date>
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        <title>4x4_matrix</title>
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        <description>4x4 Matrix

The 4×4 Matrix features the same methods of accessing its variables as the 2x2 Matrix; but of course, has an extra column and row.

In addition to the base identity and custom matrix constructors, the 4×4 matrix also has constructors for:

	*  A</description>
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        <dc:date>2023-04-27T20:53:42+00:00</dc:date>
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        <title>algebra</title>
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        <description>Algebra

Algebra is a branch of mathematics that deals with mathematical operations and the manipulation of variables, often represented by letters. In game physics, algebra is used to represent the motion of objects in a game and to create equations that describe the behavior of those objects.</description>
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        <dc:date>2023-04-13T20:19:26+00:00</dc:date>
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        <title>calculus</title>
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        <description>Calculus

Calculus is a branch of mathematics that deals with the study of rates of change and accumulation of quantities. It is an essential tool for modeling and analyzing physical systems that change over time.

Calculus is divided into two main branches:</description>
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        <dc:date>2023-04-13T20:03:38+00:00</dc:date>
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        <title>features</title>
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        <description>Currently implemented features

	*  Math library
	*  2D geometric shapes
	*  2D overlap tests
	*  3D geometric shapes
	*  3D overlap tests
	*  Raycasting &amp; Line intersections

Goals

These features are goals that will be implemented.

	*  Picking
	*  Constraint solving
	*  Particles
	*  Manifolds
	*  Linear velocity &amp; impulse
	*  Angular velocity &amp; impulse
	*  Springs</description>
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        <dc:date>2022-04-29T23:54:01+00:00</dc:date>
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        <title>floating_point_comparison</title>
        <link>https://iphys-wiki.lbbstudios.net/doku.php?id=floating_point_comparison&amp;rev=1651276441&amp;do=diff</link>
        <description>Floating-point number comparison

Floating-point numbers are almost always stored inaccurately in computers' memory. This is because of the IEEE-754 standard that is used to store the number.

For example, that means 0.2 + 0.1 is not equal to 0.3; rather it is equal to</description>
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        <dc:date>2022-05-01T18:38:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>math_library</title>
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        <description>Math functions present inside Impulse Physics

Impulse Physics features its own, small math library in order to stay lean on dependencies. 

Currently, it has support for the following:

	*  2x2 Matrix
	*  3x3 Matrix
	*  4x4 Matrix
	*  2D Vector
	*  3D Vector

Float comparison

Floating-point numbers are almost always stored inaccurately in computers' memory. This is because of the</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2023-04-13T20:07:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>math_theory</title>
        <link>https://iphys-wiki.lbbstudios.net/doku.php?id=math_theory&amp;rev=1681416465&amp;do=diff</link>
        <description>Math Theory Intro

Welcome to the Math Theory section of our wiki! Here you will find a collection of pages that explain the fundamental math concepts that underlie our engine.

At the heart of our physics engine lies a solid understanding of mathematical theory. Math theory allows us to model the behavior of objects in our games, and create realistic physics simulations that players can interact with.</description>
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        <dc:date>2023-04-17T16:13:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>raycasting_line_intersections</title>
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        <description>Raycasting Namespace

The Raycasting namespace provides functions for testing ray intersections with various shapes.

What is &quot;Raycasting&quot;?

Raycasting is a technique used in real-time physics simulations and games to detect collisions between objects. It involves projecting a ray from an origin point in a certain direction, and checking if it intersects with any objects in its path.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2023-04-13T20:04:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sidebar</title>
        <link>https://iphys-wiki.lbbstudios.net/doku.php?id=sidebar&amp;rev=1681416261&amp;do=diff</link>
        <description>*  Home
	*  Features
	*  Installation guide
	*  Tutorials
	*  Math Theory</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2022-04-29T18:28:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>start</title>
        <link>https://iphys-wiki.lbbstudios.net/doku.php?id=start&amp;rev=1651256882&amp;do=diff</link>
        <description>Welcome to the Impulse Physics Wiki

Impulse Physics is a real-time physics engine primarily for games or other real-time applications.
This wiki is intended to document the engine and provide an all-around reference including example code.

It currently supports the following:</description>
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