20 QuickDraw3D Mathematical Utilities Reference

20 QuickDraw3D Mathematical Utilities

This section describes QuickDraw3D's utility functions for operating on basic mathematical objects such as points, vectors, matrices, and quaternions. It also describes routines you can use to manage bounding volumes.

20 - Setting Points and Vectors
20 - Converting Dimensions of Points and Vectors
20 - Subtracting Points
20 - Calculating Distances Between Points
20 - Determining Point Relative Ratios
20 - Adding and Subtracting Points and Vectors
20 - Scaling Vectors
20 - Determining the Lengths of Vectors
20 - Normalizing Vectors
20 - Adding and Subtracting Vectors
20 - Determining Vector Cross Products
20 - Determining Vector Dot Products
20 - Transforming Points and Vectors
20 - Negating Vectors
20 - Converting Points from Cartesian to Polar or Spherical Form
20 - Determining Point Affine Combinations
20 - Managing Matrices
20 - Setting Up Transformation Matrices
20 - Utility Functions
20 - Managing Quaternions
20 - Managing Bounding Boxes
20 - Managing Bounding Spheres

3D Graphics Programming with QuickDraw 3D - 17 OCT 1995

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