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3D Math Primer for Graphics and Game Development
book

3D Math Primer for Graphics and Game Development

by Fletcher Dunn, Ian Parberry
June 2002
Beginner
429 pages
11h 27m
English
Jones & Bartlett Learning
Content preview from 3D Math Primer for Graphics and Game Development

Chapter 11

Transformations in C++

This chapter gives code for representing orientation and performing transformations. It is divided into five sections.

image  Section 11.1 discusses a few ground rules that are common to all the helper classes.

image  Section 11.2 presents class EulerAngles, which is used to store an orientation in Euler angle format.

image  Section 11.3 presents class Quaternion, which is used to store an angular displacement in quaternion format. ...

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Publisher Resources

ISBN: 9781556229114