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Inside Macintosh: 3D Graphics Programming With QuickDraw 3D /


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

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© Apple Computer, Inc.
11 JUL 1996