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Archive for November, 2006

Listing 11-11 The fMatrix3d class /** * A

Sunday, November 12th, 2006

The Complete Chain of Transforms In the previous section we looked at the 3D pipeline that transforms a set of vertices all the way from MCS to SCS. Let s summarize the results with Figure 11-22. Figure 11-22 The chain of transforms We now have quite a few classes (and […]

Listing 11-11 The fMatrix3d class /** * A

Sunday, November 12th, 2006

Listing 11-11 The fMatrix3d class /** * A 3d matrix that hides the making of the different * transforms */ class fMatrix3d extends fGeneric3dMatrix { /** * construct the matrix */ public fMatrix3d(){ super(); } /** * let matrix contain the […]

The Static Buffers The static buffer of 3D

Saturday, November 11th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Implementing the 3D Angle Class (fAngle3d) The fAngle3d class, shown in Listing 11-10, simplifies the handling of 3D angles. The x, y, z values […]

The Static Buffers The static buffer of 3D

Saturday, November 11th, 2006

} boolean equals (fPoint3d p) { return (p.x==x)&&(p.y==y)&&(p.z==z); } void set (fPoint3d p) { x=p.x; y=p.y; z=p.z; } } Previous Table of Contents Next Note: If you are looking for best quality webspace to host and run your tomcat application check Vision tomcat hosting […]

The Static Buffers The static buffer of 3D

Saturday, November 11th, 2006

The Static Buffers The static buffer of 3D coordinates is used for storing the VCS vertices before the projection. It is static because only one camera at a time will use it. The static buffer of two-dimensional coordinates is used for projection. It will be borrowed to the caller […]

As you see when the dust clears, we

Friday, November 10th, 2006

screendist=(double)x0/(Math.tan(viewAngle/2)); //– construct the matrix myWCStoVCSmatrix=new fMatrix3d(); //– myPosition=new fPoint3d(); myAngle=new fAngle3d(); matrixIsDirty=true; } /** * sets the position and angle of the camera. */ public void setOrientation(fPoint3d pos,fAngle3d agl){ if(myPosition.equals(pos)==false){ myPosition.set(pos); matrixIsDirty=true; } if(myAngle.equals(agl)==false){ myAngle.set(agl); […]

As you see when the dust clears, we

Friday, November 10th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Implementing a Generic Camera (fGenericCamera) A few details in the implementation need to be discussed before we study the code for the fGenericCamera (Listing […]

As you see when the dust clears, we

Friday, November 10th, 2006

As you see when the dust clears, we end up with a few lines of simple code. This is only because the 3D coordinates were in the VCS, which simplified the projection stage. As I mentioned earlier, the projection can be done using vertices in the WCS, but it would be more […]

Black Art of Java Game Programming by Joel

Friday, November 10th, 2006

hassle is because negative Z is pointing into the screen. The only unknown and the term that we are interested in in the equation is Xscreen. The equation is rewritten: The Yscs coordinate is calculated using almost the same equations but now involving the y coordinate instead of the x: […]

Black Art of Java Game Programming by Joel

Friday, November 10th, 2006

What makes this transform different from the others we have examined is that it cannot be expressed with a matrix operation. at least not completely. The reason for this is that it is not a linear transform. The projection of 3D points to a two-dimensional plane can be theoretically done from […]

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