Search icon CANCEL
Subscription
0
Cart icon
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
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

Introduction


In this chapter, we are going to build a camera. This camera should let us view the 3D scene we created in the last chapter. A camera might not seem relevant to physics, but we need a way to visualize everything which we are doing. As we build up the camera, you will find that most of the work revolves around matrix math covered in Chapter 2, Matrices and Chapter 3, Matrix Transformations.

A camera consists of two matrices. The view matrix is the inverse of the camera's world matrix. View matrix is used to transform the world in a way that the camera is at its center looking down the Z axis. The projection matrix transforms vertex data from eye coordinates to NDC coordinates.

Later we will use these matrices to construct a new Frustum primitive. We will finish up the chapter by learning how to un-project a point from pixel coordinates into world space. We will then use this un-projection to create a ray that allows us to pick objects in a 3D scene using the mouse.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime}