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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

Scaling


The scale of a matrix is stored in the main diagonal of the matrix. The scale is stored as a vec3. Each element of the vec3 represents the scale on the corresponding axis. Row and Column major matrices store scale information in the same elements:

The interesting thing with storing scale inside a matrix is that it shares some of the same elements as the rotation part of the matrix. Because of this, extracting the scale of a matrix may not always yield the numbers you would expect.

Getting ready

We're going to implement three functions. One function will retrieve the scale stored inside a matrix. The other two will return a new matrix, containing only the specified scale.

How to do it…

Follow these steps to set and retrieve the scale of a matrix:

  1. Add the declaration for all scaling functions to matrices.h:

    mat4 Scale(float x, float y, float z);
    mat4 Scale(const vec3& vec);
    vec3 GetScale(const mat4& mat);
  2. Implement the functions that create a 4 X 4 matrix out of scaling information...

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