Game Development Reference
In-Depth Information
Symbols Definition
Q
(coordinates) The point to which the bike model is translated to; this point is slightly above P
N
(vector) The normal vector of the surface where the bike is situated; a vector perpendicular to
the surface
F
(vector) The current forward direction of the bike, tangential to the surface where the bike is
situated
R
(vector) The current right-hand side of the bike, tangential to the surface where the bike is
situated
M
(4 × 4 matrix) The transformation matrix that situates the bike on the grid
A,B
(integer numbers) The indices of the vertices between which the bike is situated
T
(floating point in the range [1,0]) the distance between A and B that the bike is situated; using
A,B, and T, we can calculate P
Dv
(floating-point number) The average distance between two neighboring vertices of the grid
mesh; the value is calculated in the grid pre-processing and used as the basis of all other
measurements.
d(A,B)
(floating-point number) The distance between vertex A and vertex B of the grid mesh
∆t, delta-
t
(floating-point number) The amount of time between two consecutive updates of the animation
∆T,
delta-T
(floating-point number) The addition to T in an animation update
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