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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 |
Inertia, moment of 209—212
Inertia, products of 220
Inertia, rotational 227 249 361
Infinite improbability drives 461—462
inheritance 477—450
InitApp() 36 165—166 368 370—371 391
InitD3D() 35—36 122 164 368 371
InitDirectInput() 391 393—394 396
Initial position 346—347
InitialForwardDirection 436 439
InitialUpDirection 436
inline keyword 56
Inner product see "Dot product"
Input 389 396
Instantaneous acceleration 153
int type 474
InvalidateDeviceObjects() 379—380
Inverse matrix 81 110
Inverse transformation 109
Invisible_point_mass class 310 332
Invisible_point_mass object 312 319
Ion drives 457
IsDisplaced() 312 314—315
IsImmovable data member 305—307
IsInumersed() 357
Kilo (k) metric system prefix 48
Kinematic equation 155
Kinematics, 1D 148—153
Kinematics, 1D, acceleration 153
Kinematics, 1D, overview 148—149
Kinematics, 1D, velocity 149—152
Kinematics, 2-D and 3-D 155—158
kinetic energy 185 453
Kinetic friction 409
Lateral control 446—447
Law of motion 154
Left-hand operator 59
Left-handed coordinate systems 45 110 113
Legend of Zelda (game) 6
LEM (Luner Excursion Module) 456
Length, English/metric conversions 47
Lift end gravity, aircraft 447—448
Lighting cepabilities 163 226
Linear collision equations 190
Linear collision response (rigid bodies) 241—246
Linear dampening coefficient 325 329 331
Linear dynamics 161
Linear force 242
Linear velocity 157 295
LM (Lunar Module) 456
load() 133—136 141 160
Loading meshes 129—131 133—136
LoadMesh() 160 308 383
Location vector 282
Longitudinal force 346—347
Look at vector 118
LookatPoint variable 404
Lost device objects, restoring 379—380
LPDIRECT3DDEVICE9, SetMaterial() 137
LPDIRECT3DDEVICE9, SetTexture() 137
LPDIRECT3DDEVICE9, SetTransform() 118
LpszMenuName member 488
Lunar Excursion Module (LEM) 456
Luner landers 456
Magnitude 175
main() 475
Mass 154 see
Mass end spring systems 297—332
Mass end spring systems, dampened harmonic motion 302—303
Mass end spring systems, harmonic motion 300—302
Mass end spring systems, Hooke's law 302
Mass end spring systems, implementing cloth 303—332
Mass end spring systems, implementing cloth, cloth class 316—319
Mass end spring systems, implementing cloth, enhancements 332
Mass end spring systems, implementing cloth, initializing piece of cloth 319—326
Mass end spring systems, implementing cloth, overview 303
Mass end spring systems, implementing cloth, simulating springs 310—315
Mass end spring systems, implementing cloth, tuning cloth 331
Mass end spring systems, implementing cloth, updating and rendering piece of cloth 326—331
Mass end spring systems, implementing cloth, upgrading point masses 303—310
Mass end spring systems, overview 297
Mass end spring systems, use of springs 297—300
Mass end spring systems, use of springs, cloth 299—300
Mass end spring systems, use of springs, hair and ponytails 297—299
Mass() 353 357
Mass, base and derived units 46
Mass, center of 202—204 386—388
Mass, English/metric conversions 47
Mass, of ships and boats 427—429
Mass, virtual, coefficient of 428—429
Materials buffer 129
Math library 246
Mathematical tools for physics end 3-D programming 41—84 see "Vectors"
Mathematical tools for physics end 3-D programming, 2-D coordinate systems 43—44
Mathematical tools for physics end 3-D programming, 3-D and 4-D coordinate systems 44—46
Mathematical tools for physics end 3-D programming, overview 41
Mathematical tools for physics end 3-D programming, triangles, geometry of 41—43
Mathematical tools for physics end 3-D programming, units 46—49
Matrices 70—84
Matrices, 2-D rotation 420
Matrices, 3-D rotation 420
Matrices, addition and subtraction 73
Matrices, components of, multiplied by vector components 219
Matrices, determinants 79—80
Matrices, identity matrix 72
Matrices, inverse functions 82—83
Matrices, inversion of 80—84
Matrices, matrix multiplication 74—78
Matrices, multiplication and division by scalars 73—74
Matrices, multiplying by other matrices 77—78
Matrices, multiplying/dividing by scalers 74
Matrices, orthogonal 91
Matrices, overview 8 70—72
Matrices, rotation 221—223
Matrices, transposing 79
Matrices, world matrices 103 162
Matrix2x2 70—71
Matrix3x3 70—71
Matrix4x4 70 439
Mega (M) metric system prefix 48
memset() 370
Mesh class 246—247 380
Mesh data member 305 332
Mesh object 232
Mesh warping 303 319 332
MeshData 135 143
Meshes end X files 125—144
Meshes end X files, cleaning up meshes 131
Meshes end X files, d3d_mesh class 132—144
Meshes end X files, d3d_mesh class, loading meshes 133—136
Meshes end X files, d3d_mesh class, overview 132—133
Meshes end X files, d3d_mesh class, reference counting in 138—144
Meshes end X files, d3d_mesh class, rendering meshes 136—137
Meshes end X files, extracting textures and materials 129—131
Meshes end X files, loading meshes 129—131 133—136
Meshes end X files, materials 128
Meshes end X files, overview 125—126
Meshes end X files, rendering meshes 131 136—137
Meshes end X files, textures 126—128
Meshes end X files, textures, creating from files 127
Meshes end X files, textures, overview 126—127
Meshes end X files, textures, setting 127—128
MeshFileName parameter 129
MeshOrigin data member 387
Mesh_data class 133 140—141
Mesh_data object 138—144
Message member 492
Message processing loop 491
MessageBox() 486
Metacenter 426—427
| METHODS 14
Metric/English conversion 47
Micro() metric system prefix 48
Milli(m) metric system prefix 48
MKS system 46 48
Model coordinates 113
Moment of inertia 209—214 219—220
Momentum, conservation of 182—183
Momentum, formula for 182
Motion, law of 154
Movement 5
msg structure 492
MsgProc() 37—38
Multiple texturing 128
Multiplication end division of by scalars 57—60
MultiSampleQuality 24
MultiSampleType 24
Mutex 486
Namespace statement 476
Namespaces 476
Nano(n) metric system prefix 48
Newton's second law 182 184
Newtonian mechanics 154
No-arg constructor 478
Norm 51 61—62 185 314—315
norm() 176
Normalize functions 65—66
normalize() 198
NormSquared() 176—177
Nuclear plasma drives 458—459
NumMaterials 130
Object interface 16
Octrees 241
OnAppLoad() 33—34 164—165 226 390
Open Audio Library (OpenAL) 12
Open Graphics Library (OpenGL) 12
Optimization with spatial pertitioning 179—181
Orbit, getting into 452—454
Orbit, staying in 454—455
Oriented bounding boxes 240—241
Origin of mesh 386—388
orthogonal matrices 91
Orthogonal vectors 62
Orthogonality condition 223
Overwriting buffer 22
Oxygen 451
Parabolic path 202—203 270—272
Parallel axis theorem, 2-D rigid bodies 212—214
Parallel axis theorem, 3-D rigid bodies 220
parameter list 472
parent classes 477 479
Particle locations 326
Particle-spring systems 326
Particles, dynamics of 147—172
Particles, dynamics of, 1-D kinematics 148—153
Particles, dynamics of, 1-D kinematics, acceleration 153
Particles, dynamics of, 1-D kinematics, overview 148—149
Particles, dynamics of, 1-D kinematics, velocity 149—152
Particles, dynamics of, 2-D and 3-D kinematics 155—158
Particles, dynamics of, forces 153—155
Particles, dynamics of, overview 147
Particles, dynamics of, point masses, modeling 158—171
Particles, dynamics of, point masses, modeling, d3d_point_mass class 158—163
Particles, dynamics of, point masses, modeling, overview 158
Particles, dynamics of, point particles 147—148
PartideBounce.cpp 192 196
Partitioning, spatial 180
Passive trensformations 86—87
Payload 452
PeekMessage() 492
Pendulum 300—301
Phosphors note 20
Physics in games 3—9
Physics in games, how much you need to know 4—8
Physics in games, overview 3
Physics library 246—247
Physics modeling framework, redesigning 367—388
Physics modeling framework, redesigning, adding game class 371—375
Physics modeling framework, redesigning, center of mass and origin of the mesh 386—388
Physics modeling framework, redesigning, overview 367
Physics modeling framework, redesigning, redefining rigid bodies using point masses 380—386
Physics modeling framework, redesigning, restoring lost device objects 379—380
Physics modeling framework, redesigning, setting transformation matrices 375—379
Physics modeling framework, redesigning, simplifying program initialization 367—371
Pioa(p) metric system prefix 48
Pipeline rendering 116
Pitch 434
pixels 126
Plug n'Chug 68—69
PMaterialBuffer 131
PMaterials array 130
PMBasicFlyer.cpp file 437
PMD3DApp.cpp 97—98
PMD3DApp.cpp file 368 371 393
PMD3DApp.h 97—98
PMD3DApp.h file 368
PMESH 131
PMFramework.h file 373
Pmlib_error object 481—482
Point class 474 478
Point masses in games 171—172
Point masses, modeling 158—171
Point masses, restoring rigid bodies using 380—386
Point masses, upgrading 303—310
Point of contact 242—243
Point particles 147—148 202 212 see
Point particles of 2-D rigid body 205—209
Point variable 475 479
Point() 474
PointMassTest.cpp 165 167
Point_3d class 478—479
Point_3d variable 479
Point_mass class 304—305 308—309 332 380 383 386—388
Point_mass object 310 312 318—319 325 386
Point_mass_base class 305—306 308 310 312 380 382
Position vector 51
PostD3DInitialization() 34 37
potential energy 452—453 454
PPresentationParameters parameter 23
PpReturnedDeviceInterface 24
PreD3DInitialization() 34
Presentation Interval 25
Pressure, coefficient of 429—430
Pressure, English/metric conversions 47
Principal axes 220
Private data members 159
private keyword 483
Processing power 171
ProcessInput() 398—399 404—405 444
Products of inertia 220
Programming see also "C++ programming" "Windows
Programming, how much you need to know 9
Projected velocities 190
Projectile motion, modeling 272—296
Projectile motion, modeling, differentiating between impulse and constant forces 272—295
Projectile motion, modeling, overview 272
Projectile motion, modeling, rolling 295—296
Projectile trajectories 269—272
Projection 66—69
Projection transformations 116
Projection, bouncing off wall example 66—68
Projection, overview 66
Projection, Plug n'Chug 68—69
ProjectionMatrix() 378—379
ProjectionMatrixDirty member 377—378
Propulsor 446
prototypes 54 474
PTextures array 130
Public in line member function 140
public keyword 483
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