Game Development Reference
In-Depth Information
(e) Upright: (5.000, 5.000, 8.660); World: (6.000, 15.000, 11.660)
(f) Upright: (0.000, 0.000, 0.000); Object: (0.000, 0.000, 0.000)
(g) Upright: (−1.000,−10.000,−3.000); Object: (0.634,−10.000,−3.098)
(h) Upright: (1.732, 0.000,−1.000); Object: (2.000, 0.000, 0.000)
(i) Upright: (1.000, 1.000, 1.000); Object: (0.366, 1.000, 1.366)
(j) Upright: (0.000, 10.000, 0.000); Object: (0.000, 10.000, 0.000)
B.4
Chapter 4
(Page 132.)
1. See the table below.
Matrix
Rows × Columns
Square
Diagonal
A
4 × 3
No
No
B
3 × 3
Yes
Yes
C
2 × 2
Yes
No
D
5 × 2
No
No
E
1 × 3
No
No
F
4 × 1
No
No
G
1 × 4
No
No
H
3 × 1
No
No
2
4 13
3
5 T
2
4
3
5
4
−8
13
12 −3
10
12
0
6
2. A T =
4
0
−1 −2
=
−3 −1
5
−8
6
5
5
10
−2
5
2
4
3
5 T
2
4
3
5
k x
0
0
k x
0
0
B T =
0
k y
0
=
0
k y
0
0
0
k z
0
0
k z
2
4
3
5
T
a
g
b
h
T
15
8
15 −7
8
a
b
c
d
f
C T =
D T =
=
c
i
=
−7
3
3
g
h
i
j
k
d
j
f
k
2
4 x
3
5 T
2
4
3
5
0
1
3
y
z
w
T =
E T =
F T =
0
1
3
=
x
y
z
w
2
4 10
3
5
2
4
3
5 T
α
β
γ
20
30
1
T =
G T =
H T =
10
20
30
1
α
β
γ
=
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