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Àâòîðèçàöèÿ |
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Ïîèñê ïî óêàçàòåëÿì |
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Conger D. — Physics modelling for game programming |
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Ïðåäìåòíûé óêàçàòåëü |
*= operator 74
+= operator 56—57
-= operator 56—57
-jpg extension 127
.NET 15
.pug extension 127
.tga extension 127
1D kinematics 148—153
1D kinematics, acceleration 153
1D kinematics, overview 148—149
1D kinematics, velocity 149—152
2-D and 3-D kinematics 155—158
2-D coordinate systems 43—44 64
2-D rigid bodies 204—214
2-D rigid bodies, overview 204—205
2-D rigid bodies, parallel axis theorem 212—214
2-D rigid bodies, point particles of 2-D rigid body 205—209
2-D rigid bodies, torque and moment of inertia 209—212
2-D transformations and rendering 85—105
2-D transformations and rendering, active versus passive transformations 86—87
2-D transformations and rendering, combining transformations 94—96
2-D transformations and rendering, implementing transformations 96—105
2-D transformations and rendering, implementing transformations, overview 96
2-D transformations and rendering, implementing transformations, rendering frames 104—105
2-D transformations and rendering, implementing transformations, setting up geometry 99—102
2-D transformations and rendering, implementing transformations, updating frames 102—104
2-D transformations and rendering, implementing transformations, using physics modeling framework 97—99
2-D transformations and rendering, overview 85—86
2-D transformations and rendering, rotation 88—91
2-D transformations and rendering, rotation, inverse rotation 90—91
2-D transformations and rendering, rotation, overview 88—90
2-D transformations and rendering, rotation, rotating around arbitrary point 91
2-D transformations and rendering, scaling 92—94
2-D transformations and rendering, scaling, about arbitrary point 94
2-D transformations and rendering, scaling, matrix representation of 92—94
2-D transformations and rendering, scaling, overview 92
2-D transformations and rendering, translation 87—88
3-D and 4-D coordinate systems 44—46
3-D objects, overview 4—5
3-D rigid bodies 214—220
3-D rigid bodies, d3d_rigid_body class 223—226
3-D rigid bodies, d3d_rigid_body object, initializing 226—228
3-D rigid bodies, d3d_rigid_body object, rendering 232—234
3-D rigid bodies, d3d_rigid_body object, updating 228—232
3-D rigid bodies, orientation 221—223
3-D rigid bodies, overview 214—217
3-D rigid bodies, parallel axis theorem 220
3-D rigid bodies, principal axes 220
3-D rigid bodies, torque 217—220
3-D scenes, overview 5
3-D transformations and rendering 107—124
3-D transformations and rendering, 3-D pipeline 113—116
3-D transformations and rendering, 3-D pipeline, local coordinates to world coordinates 113—114
3-D transformations and rendering, 3-D pipeline, overview 113
3-D transformations and rendering, 3-D pipeline, projection coordinates to screen coordinates 116
3-D transformations and rendering, 3-D pipeline, viewing coordinates to projection coordinates 115—116
3-D transformations and rendering, 3-D pipeline, world coordinates to viewing coordinates 114—115
3-D transformations and rendering, 3-D transformations 107—113
3-D transformations and rendering, 3-D transformations, homogeneous coordinates 107—108
3-D transformations and rendering, 3-D transformations, overview 107
3-D transformations and rendering, 3-D transformations, rotations 110—112
3-D transformations and rendering, 3-D transformations, translations 108—110
3-D transformations and rendering, overview 107
3-D transformations and rendering, rendering in 3-D 116—124
3-D transformations and rendering, rendering in 3-D, 3-D spinning triangle example 116—119
3-D transformations and rendering, rendering in 3-D, overview 116
3-D transformations and rendering, rendering in 3-D, spinning pyramid example 119—124
AABB (axis-aligned bounding box) 179 240—241
Absolute value 51
Acceleration 153 268—269
Acceleration, equation for 153
Acceleration, tangential 207 216—217
acquire() 399
Active transformations 86—87
ACVS see "Hovercrafts and antigravity vehicles"
Adapter parameter 23
Ailerons 446—447
Air current 423
Air cushion 421—422
Air Cushion Vehicles (ACVs) see "Hovercrafts and antigravity vehicles"
Air jets 422—423
Air resistance 6
Air simulation 333
Aircraft 433—450
Aircraft, banking 437
Aircraft, flight simulators 433—444
Aircraft, flight simulators, implementing 435—444
Aircraft, flight simulators, overview 433—435
Aircraft, lift and gravity 447—448
Aircraft, modeling 449—450
Aircraft, parts of 445—447
Aircraft, thrust and drag 449
Ambient color 128 130
Angular acceleration 205 215
Angular collision response 242—246
Angular velocity 205 214—215 221 223
Antigravity vehicles see "Hovercrafts and antigravity vehicles"
Applied force 217
AppMain() 31—33 31—34
Arrays, statically allocated 102
Assembly language 171
Assert() 160
Assignment operator function 144
AutoDepthStancilFormat 25
Automobiles see "Cars"
Axis-aligned bounding box (AABB) 179 240—241
Back buffer 21 116
Back-face culling 123
BackBufferCount 24
BackBufferFormat 24
BackBufferHeight 24
BackBufferWidth 24
Ballast 427
Banked roadways 413—114
base class 477
Basic_car class 416 420—421
Basic_flyer class 435—444 450—451 455
BeginScene() 38
BehaviorFlags 23
Berkeley sockets 12
bit depth 20
Bitmap 126—127
Bitwise OR operator 487 489
Black hole note 6
Bmp extansion 127
Boats see "Ships and boats"
Bouncing off wall example 66—68
bounding boxes 178—179 235—239
Bounding boxes, axis-aligned 179 240—241
Bounding boxes, oriented 240—241
Bounding cylinders 177—178 235—236
Bounding spheres 174—177 194 223 235—236 252 295
Bounding volume trees 238—240
Boxes see "Bounding boxes"
Braking force 412—413
Brush object 488
Buffer, overwriting 22
Buffered input 389 396
Buoyancy 423—424 426—427
BuoyancyApplied 352 356—357
Bussard ramjets 458
C++ programming 471—484
C++ programming, binary operators 59
C++ programming, classes 473—475
C++ programming, compilers 56
C++ programming, enumerated types 483—484
C++ programming, exceptions 481—482
C++ programming, functions 471—473
C++ programming, inheritance 304 350 477—480
C++ programming, namespaces 476
| C++ programming, overview 471
C++ programming, structures 482—483
C++ programming, typedef statements 484
CalculateReactions() 255 258—259 264 279 281 312 315
Calculus, vector 216
Camera coordinates 114
Camera movement (DirectX) 401—405
CameraMoved variable 404
Canti(c) metric system prefix 48
Capital delta 88
CARS 407—421
Cars, air resistance 411
Cars, braking 411—413
Cars, implementing 415—421
Cars, power, force, acceleration, and friction 407—410
Cars, turning 413—415
Cartesian coordinates 41 43—44 155—156 179
Center of buoyancy 426—427
Center of gravity 426—427
Centrifugal force 207
centripetal acceleration 207—209 216—217
Centripetal force 207 413—414 452—454
ChangeLnTime 162
child classes 477 479
Circular orbits 453
Classes C++ programming 473—475
Classes C++ programming, child classes 477 479
Classes C++ programming, parent classes 477 479
Classes Windows programming, defining 486—488
Classes Windows programming, registering 488—489
Cleaning up meshes 131
CleanupD3D() 39
Clip graphics 180
CloseToZero() 258
Cloth 299—300
Cloth class 310—311 325 332
Cloth constructor 326
Cloth object 319 326 329 331—332
Cloth, implementing 303—332
Cloth, implementing, cloth class 316—319
Cloth, implementing, enhancements 332
Cloth, implementing, initializing piece of cloth 319—326
Cloth, implementing, overview 303
Cloth, implementing, simulating springs 310—315
Cloth, implementing, timing cloth 331
Cloth, implementing, updating and rendering piece of cloth 326—331
Cloth, implementing, upgrading point masses 303—310
Cloth_constants type 318
Cloth_square object 318
Cloth_square structures 319
Cloth_square type 318
Cockpit 445
Code bioat 28
Coding style 16
Coefficient of restitution 187—188 194 295 331 382
Cofactor matrix 81
Collision class 252 255 264
Collision detection, point particles 173—181
Collision detection, point particles, bounding boxes 178—179
Collision detection, point particles, bounding cylinders 177—178
Collision detection, point particles, bounding spheres 174—177
Collision detection, point particles, optimization with spatial partitioning 179—181
Collision detection, point particles, overview 173
Collision detection, rigid bodies 235—241
Collision detection, rigid bodies, axis-aligned bounding boxes and oriented bounding boxes 240—241
Collision detection, rigid bodies, bounding volume trees 238—240
Collision detection, rigid bodies, overview 235
Collision detection, rigid bodies, rough approximations 235—238
Collision forces 326
Collision object 255
Collision response (point particles) 181—199
Collision response (point particles), coefficient of restitution 187—188
Collision response (point particles), collisions of spheres 189—190
Collision response (point particles), conservation of momentum 182—183
Collision response (point particles), elastic collisions 185—186
Collision response (point particles), energy 184—185
Collision response (point particles), implementation 190—199
Collision response (point particles), implementation, handling collisions 196—199
Collision response (point particles), implementation, modifying d3d_point_mass class 191—192
Collision response (point particles), implementation, overview 190—191
Collision response (point particles), implementation, rendering frames 199
Collision response (point particles), implementation, setting up simulation 192—194
Collision response (point particles), implementation, updating frames 194—196
Collision response (point particles), inelastic collisions 186—187
Collision response (point particles), overview 181—182
Collision response (point particles), point particle collisions in two and three dimensions 188
Collision response (rigid bodies) 241—265
Collision response (rigid bodies), angular 242—243
Collision response (rigid bodies), combining linear and angular 243—246
Collision response (rigid bodies), finding and handling collisions 250—265
Collision response (rigid bodies), linear 241—242
Collision response (rigid bodies), overview 241
Collision response (rigid bodies), updating physics modeling framework 246—247
Collision variable 264
CollisionOccurred() 255 258
Collisions of point particles 173 see point "Collision
Collisions of rigid bodies 235—296 see point "Collision
Collisions of rigid bodies and gravity 267—269
Collisions of rigid bodies, modeling projectile motion 272—296
Collisions of rigid bodies, modeling projectile motion, differentiating between impulse and constant forces 272—295
Collisions of rigid bodies, modeling projectile motion, overview 272
Collisions of rigid bodies, modeling projectile motion, rolling 295—296
Collisions of rigid bodies, overview 235 267
Collisions of rigid bodies, projectile trajectories 269—272
Collisions of spheres 189—190
COLLISION_NONE case 265
Collision_status type 254—255
Color ambient 128 130
Color diffuse 128 130
COM (Component Object Model) 14 141
Comments 472
Commutativity vectors 54
Component Object Model (COM) 14 141
Concatenate transformation matrices 108
Conservation of energy 185
Conservation of momantum 182—183
Constant force, differentiating from impulse force 272—295
ConstantForce() 352—353 357
ConstantForceChanged 353 357
Constrained rigid bodies 204—205
Constructors 474
Containers, curved 335
Coordinate systems 43—46
copy constructor 143
CreateAdditionalSwapChain() 379
CreateDepthStencilSurface() 379
CreateDevice() 22 25 390
CreateGameObject() 374
CreateMutex() 486
CreateRenderTarget() 379
CreateVertexBuffer() 102
CreateWindow() 489—491
CREATE_GAME_OBJECT() 373—375
Cross product 62—64
Cross product function 63
CS_HREDRAW value 487
CS_VREDRAW value 487
CurrentCarDirection() 420
CurrentDirection() 437 439
CurrentDisplay 20
CurrentOrientation() 439
Currents 430—432
CurrentUpDirection() 437 439
Curved containers 335
CW_USEDEFAULT parameter 490
Cylinders, bounding 177—178 235—236
D3DADAPTER_DEFAULT 19 23
D3DCREATE_DISABLE_DRIVER_MANAGEMENT flag 23
D3DCREATE_HARDWARE_VERTEXPROCESSING flag 23
D3DCREATE_MANAGED flag 23
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Ðåêëàìà |
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