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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. .

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Source:  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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