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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

Vector matrix multiplication


We have now implemented translation, scaling, and rotation in terms of matrices. These matrices become useful when we can apply their transformations to vectors. How do we apply a matrix transformation to a vector? The same way we do to a matrix: using matrix multiplication!

To multiply a vector and a matrix, we need to think of a vector as a matrix that has only one row or column. This leaves us with an important question, is a vec3 a matrix with one column and three rows, or three columns and one row?

Row Vector

Column Vector

Pre Multiplication

Post Multiplication

If the vector is on the left side of the matrix, it's a 1 X 3 Row Vector. With a row vector, we use Pre Multiplication.

If the vector is on the right side of the matrix, it's a 3 X 1 Column Vector. With column vectors we use Post Multiplication.

The naming is intuitive, with pre multiplication the vector is placed before the matrix, with post multiplication the vector is placed after the matrix...

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