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What is the vector operation for addition, subtraction, and scalar multiple? |
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Definition
A + B = R
A - B = R
c(A + B) = cA + cB |
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What is the formula for the dot product? and What does it find? |
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Definition
u.v = a x + b y + c z
Finding the angle between two vectors |
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What is the formula for the cross product?
and What does it find? |
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Definition
AXB = C
C.X = (A.Y * B.Z) - (A.Z * B.Y)
C.Y = (A.Z * B.X) - (A.X * B.Z)
C.Z = (A.X * B.Y) - (A.Y * B.X)
Perpendicular angle |
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What is the formula for the magnitude?
and What does it find? |
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Definition
r = SquareRoot(x^2+y^2+z^2)
gives us the length of the vector |
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What is the formula for the normalize?
and What does it find? |
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Definition
(x/mag, y/mag, z/mag)
vector which vector values are 0-1. Makes it unit length. Gets the direction of what object is facing. The Trex arm of something |
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How do you move something in the local Z? (forward motion) |
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Definition
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How/where Translation, Rotation and Scale are represented? |
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Definition
R T 1 0 0 | 0 0 1 0 | 0 (s) 0 0 1 | 0 ---------- 0 0 0 | 1 (uniform scale, dont use) |
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What is the identity matrix? |
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Definition
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Term
How do you multiply two matrices? |
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Definition
x3,4 = (1,2,3,4)*(a,b,c,d) = 1a + 2b + 3c + 4d |
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Definition
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What is the rotation transformation matrix? |
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Definition
just remember them :) - look it up yourself! |
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Term
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Definition
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Term
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Definition
vec3f xAxis, yAxis, zAxis = mat.axis_w - target;
zAxis.normalize();
cross_product(xAxis, worldY, zAxis);
xAxis.normalize();
cross_product(yAxis, zAxis, xAxis);
yAxis.normalize();
mat.axis_x = xAxis;
mat.axis_y = yAxis;
mat.axis_z = zAxis; |
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Collision Detection/Intersection terms |
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Definition
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Term
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Definition
local: half space test (dotproduct( (target - pointOnPlane), normal)) world: dot product(normal, point testing against) - distance distance origin to plane |
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Term
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Definition
for every plane: for every diagonal: find the distance between each corner store the absolute value of the dot result(distance, normal of currentplane)
for every result: find the largest dot result (which finds which points you are going to use)
if the dot product of the min and max point is less than 0 return false; |
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Term
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Definition
for every plane:
distance = dot(center - (distance[i]*normal[i]), normal[i])
if (distance < -radius)
return OUTSIDE;
else if (distance < radius)
result = INTERSECT;
return result;
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Definition
The dot product. If it's positive it's in front, else behind. |
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What is the plane equation? |
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Definition
Ax + By + Cz = -D
Ax + By + Cz + D = 0 |
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Plane distance to point (local) |
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Definition
local: half space test
world: dot product(normal, point testing against) - distance distance origin to plane |
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Definition
fDistance = dot_product(sphere.GetCenter() - (m_Normals * m_Distances), m_Normals);
if (fDistance < -sphere.GetRadius())
return false;
else if (fDistance < sphere.GetRadius())
bResult = true;
}
return(bResult); |
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Bounding Volumes Hierarchy - generation |
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Definition
go through a tree and check what u are colliding with. the root being the whole area and splitting the area up into nodes |
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