Chapter 20 - QuickDraw 3D Mathematical Utilities
This chapter describes a large number of mathematical utility functions provided by QuickDraw 3D that you can use to perform mathematical operations on points, vectors, matrices, and quaternions. It also describes
the trigonometric and other standard mathematical routines that QuickDraw 3D provides.To use this chapter, you should already be familiar with the basic definitions of points, vectors, matrices, and quaternions that are in the chapter "Geometric Objects."
Chapter Contents
- About QuickDraw 3D Mathematical Utilities
- QuickDraw 3D Mathematical Utilities Reference
- Data Structures
- Bounding Boxes
- Bounding Spheres
- QuickDraw 3D Mathematical Utilities
- Setting Points and Vectors
- Converting Dimensions of Points and Vectors
- Subtracting Points
- Calculating Distances Between Points
- Determining Point Relative Ratios
- Adding and Subtracting Points and Vectors
- Scaling Vectors
- Determining the Lengths of Vectors
- Normalizing Vectors
- Adding and Subtracting Vectors
- Determining Vector Cross Products
- Determining Vector Dot Products
- Transforming Points and Vectors
- Negating Vectors
- Converting Points from Cartesian to Polar or Spherical Form
- Determining Point Affine Combinations
- Managing Matrices
- Setting Up Transformation Matrices
- Utility Functions
- Managing Quaternions
- Managing Bounding Boxes
- Managing Bounding Spheres
- Summary of QuickDraw 3D Mathematical Utilities
- C Summary
- Constants
- Real Zero Definition
- Maximum Floating-Point Value
- Pi
- Data Types
- Bounding Boxes and Spheres
- QuickDraw 3D Mathematical Utilities
- Setting Points and Vectors
- Converting Dimensions of Points and Vectors
- Subtracting Points
- Calculating Distances Between Points
- Determining Point Relative Ratios
- Adding and Subtracting Points and Vectors
- Scaling Vectors
- Determining the Lengths of Vectors
- Normalizing Vectors
- Adding and Subtracting Vectors
- Determining Vector Cross Products
- Determining Vector Dot Products
- Transforming Points and Vectors
- Negating Vectors
- Converting Points from Cartesian to Polar or Spherical Form
- Determining Point Affine Combinations
- Managing Matrices
- Setting Up Transformation Matrices
- Utility Functions
- Managing Quaternions
- Managing Bounding Boxes
- Managing Bounding Spheres