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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (27) Chapters Close

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors FREE CHAPTER 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

Axis angle rotation


As discussed earlier, we can combine yaw, pitch, and roll using matrix multiplication to create a complete rotation matrix. Creating a rotation matrix by performing each rotation sequentially introduces the possibility of a Gimbal Lock.

We can avoid that Gimbal Lock if we change how a rotation is represented. Instead of using three Euler angles to represent a rotation, we can use an arbitrary axis, and some angle to rotate around that axis.

Given axis , we can define a matrix that will rotate some angle around that axis:

Where and XYZ = Arbitrary Axis (unit length). We will explore how this matrix is derived in the How it works… section.

Getting ready

Like before, we are going to implement two versions of this function. One version will return a 4 X 4 matrix; the other will return a 3 X 3 matrix. To avoid having to constantly calculate sin and cos, we're going to create local variables for c, s, and t. The axis being passed in does not have to be normalized. Because of this...

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