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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

Camera object


In order to build engaging physics demos, we need to be able to view a 3D scene in some way. This is where a camera becomes useful. A 3D camera is made up of two matrices, the view matrix and the projection matrix. The view matrix is the inverse of the camera's world transform. The projection matrix transforms vertex data from eye space to NDC space:

The view matrix of a camera should be orthogonal. An orthogonal camera is one whose rotation basis vectors are at right angles from each other. Two vectors that are at a right angle are orthogonal. Orthogonal vectors are perpendicular to each other. The result of the dot product between two perpendicular vectors is zero.

In general, cameras should not have any scale. Because scale is stored within the same components of a 4D matrix as rotation, it is a bad idea to add scale to a camera. Each of the rotation basis vectors we store within our camera will be of unit length. When the rotation basis vectors of an orthogonal matrix are...

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