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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
22 Chapter 2 The Graphics System
Similar rotation mat rices may be constructed for rotations about the other coor-
dinate axes. The matrix representing a rotation in the xz-plane is
R =
cos θ 0 sin θ
01 0
sin θ 0cosθ
= I + (sin θ)S +(1 cos θ)S
2
(2.20)
where
S =
001
010
100
Figure 2.4 (b) is a 3D view of a positive-angle rotation about the y-axis, which
is a counterclockwise rotation in the xz-plane as shown. The mat rix representing a
rotation in the yz-plane is
R =
10 0
0cosθ sin θ
0 sin θ cos θ
= I + (sin θ)S +(1 cos θ)S
2
(2.21)
where
S =
10 0
001
01 0
Figure 2.4 (c) is a 3D view of a positive-angle rotation about the x-axis, which is
a counterclockwise rotation in the yz-plane as shown.
In general, the matrix representing a rotation about
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Publisher Resources

ISBN: 9781482267303