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Figures
- Figure 1 . A 3D image produced using the game-math library.
- Figure 2 . Graphics output from the program named GM01test02.
- Figure 3 . Command-line output from the program named GM01test02.
- Figure 4 . Graphic output from the program named GM01test05.
- Figure 5 . Graphic output from the program named GM01test06.
- Figure 6 . Rotation equations for a point in 2D space.
- Figure 7 . Initial graphic output from the program named StringArt02.
- Figure 8 . Graphic output from the program named StringArt02 with Loops set to 3.
- Figure 9 . Rotation by 30 degrees around the origin.
- Figure 10 . Rotation around an anchor point that is not at the origin.
- Figure 11 . Rotation around a point further out in space.
- Figure 12 . The six 3D rotation equations.
- Figure 13 . Graphic output from the program named StringArt03 at startup.
- Figure 14 . Geometric object with 12 vertices, 4 loops, and no rotations.
- Figure 15 . Rotation around the z-axis only.
- Figure 16 . Rotation around the x-axis only.
- Figure 17 . Rotation around the y-axis only.
- Figure 18 . Rotation around all three axes with the anchor point at the origin.
- Figure 19 . Perform all three rotations with the anchor point away from the origin.
- Figure 20 . Screen output from Exercise 1.
- Figure 21 . Screen output from Exercise 2.
- Figure 22 . Screen output from Exercise 3.
- Figure 23 . Screen output from Exercise 4.
- Figure 24 . Screen output from Exercise 5.
- Figure 25 . Screen output from Exercise 6.
Listings
- Listing 1 . The static method named convert3Dto2D.
- Listing 2 . Transform equations for an oblique parallel projection from 3D to 2D.
- Listing 3 . Code in the constructor for the GUI class in the program named GM01test02.
- Listing 4 . The method named GM01.Point3D.draw.
- Listing 5 . The method named GM01.Vector3D.draw.
- Listing 6 . The GM01.Line3D.draw method.
- Listing 7 . Beginning of the drawOffScreen method in GM01test01.
- Listing 8 . Project eight points onto the 2D plane and draw them.
- Listing 9 . Draw twelve lines that connect the corners of the box.
- Listing 10 . Instantiate and draw a GM01.Vector3D object onto the 2D off-screen image.
- Listing 11 . The setCoordinateFrame method.
- Listing 12 . The drawOffScreen method of the program named GM01test05.
- Listing 13 . The game-math library method named GM01.Point3D.scale.
- Listing 14 . Beginning of the game-math library method named GM01.Point2D.rotate.
- Listing 15 . Translate the anchor point to the origin.
- Listing 16 . Rotate the translated newPoint object around the origin.
- Listing 17 . Translate the rotated newPoint object back to the anchor point.
- Listing 18 . Abbreviated listing of the drawOffScreen method.
- Listing 19 . Beginning of the method named GM01.Point3D.rotate.
- Listing 20 . Get the rotation angle values.
- Listing 21 . Rotate the Point3D object around the z-axis.
- Listing 22 . Rotate the Point3D object around the x-axis.
- Listing 23 . Rotate the Point3D object around the y-axis.
- Listing 24 . Translate the object back to the anchor point.
- Listing 25 . Interesting code from the drawOffScreen method.
- Listing 26 . Source code for the updated game-math library named GM01.
- Listing 27 . Source code for the program named GM01test02.
- Listing 28 . Source code for the program named GM01test01.
- Listing 29 . Source code for the program named GM01test05. .
- Listing 30 . Source code for the program named GM01test06. .
- Listing 31 . Source code for the program named StringArt02. .
- Listing 32 . Source code for the program named StringArt03. .
Read also:
OpenStax, Game 2302 - mathematical applications for game development. OpenStax CNX. Jan 09, 2016 Download for free at https://legacy.cnx.org/content/col11450/1.33
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