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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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Toc

Table of Contents (19) Chapters Close

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 A. Advanced Topics Index

Translation


Translation is stored as a three-dimensional vector inside a 4 X 4 matrix. The translation component of the matrix describes how much to move an object on each axis. Because we decided to use Row Major matrices, translation is stored in elements 41, 42, and 43 of the matrix:

Getting Ready

We're going to implement three functions: one to retrieve the translation already stored inside a 4 X 4 matrix, one to return a translation matrix given x, y, and z components, and one to return a translation matrix given the same x, y, and z components packed inside a vec3. When building any type of matrix, we start with the identity matrix and modify elements. We do this because the identity matrix has no effect on multiplication. The unused elements of a translation matrix should not affect rotation or scale; therefore we leave the first three rows the same as the identity matrix.

How to do it…

Follow these steps to set and retrieve the translation of a matrix:

  1. Add the declaration for all of...

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