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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

Matrix majors


When we talk about a 4 X 4 matrix containing translation, rotation, and scale, it's important to realize that all of that information lives somewhere in the matrix. The following figure demonstrates how data is packed into the components of a 4 X 4 matrix:

The preceding figure demonstrates how data is packed into a Row Major matrix. This is called a Row Major Matrix because all three of the rotation basis vectors, as well as the translation vecto, are stored in the rows of the matrix. There is another notation to store the same data in a 4 X 4 matrix: Column Major notation. The following figure demonstrates how the same data is stored in a Column Major matrix:

It is important to note that the indexing of the matrix did not change between the row and column major notations. This is because the major of a matrix does not affect the definition of what a matrix is! The only thing the major of a matrix describes is in which elements the rotation, translation, and scaling data are...

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