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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 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 A. Advanced Topics Index

How rotations work

A three-dimensional rotation can be expressed as three individual rotations, one around the X Axis, one around the Y Axis, and one around the Z Axis. The smallest matrix we can use to store this type of rotation is a 3 X 3 matrix. When storing rotation in a larger 4 X 4 matrix, we store rotations in its upper 3 X 3 sub-matrix.

The 3 X 3 Rotation Matrix is composed of three vectors that represent each axis of the coordinate system of the matrix. These vectors are called the basis vectors. The basis vectors are stored row or column wise depending on the major of the matrix. We use a 3 X 3 matrix to store three-dimensional rotation data; it is not the only function of a 3 X 3 matrix. We will discuss different uses of 3 X 3 matrices later in the book:

How rotations work

The orientation of this 3 X 3 matrix can be expressed by some combination of yaw, pitch, and roll. Yaw represents rotation around the objects, local Perpendicular Axis, the Y-Axis. Pitch is the rotation around the object&apos...

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