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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
858 Chapter 18 Object-Oriented Infrastructure
rotation about the direction vector, yaw is rotation about the up vector, and pitch is
rotation about the right vector. Let Q be the rotation matrix about one of these axes
by a predetermined angle. If R is the object’s local rotation matrix, then the update
of the local rotation matrix is R QR. If the object is the root of the scene, the
world rotation matrix is the identity matrix. Column 0 is (1, 0, 0) and is the direction
vector, column 2 is (0, 1, 0) and is the up vector, and column 2 is (0, 0, 1) and is the
right vector. The incremental rotation matrix Q is computed using these axes and the
predetermined angle.
To rotate the object via keyboard events, a mechanism similar to camera motion is
used. ...
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Publisher Resources

ISBN: 9781482267303