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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
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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 (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

Transpose


The transpose of matrix M, written as is a matrix in which every element i, j equals the element j, i of the original matrix. The transpose of a matrix can be acquired by reflecting the matrix over its main diagonal, writing the rows of M as the columns of , or by writing the columns of M as the rows of . We can express the transpose for each component of a matrix with the following equation:

The transpose operation replaces the rows of a matrix with its columns:

Getting ready

We're going to create a non-nested loop that serves as a generic Transpose function. This function will be able to transpose matrices of any dimension. We're then going to create Transpose functions specific to 2 X 2, 3 X 3, and 4 X 4 matrices. These more specific functions are going to call the generic Transpose with the appropriate arguments.

How to do it…

Follow these steps to implement a generic transpose function and transpose functions for two, three and four dimensional square matrices:

  1. Add...

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