Math Cheatsheet - Opengl-Tutorial
Math Cheatsheet - Opengl-Tutorial
1andlater
MathCheatsheet
Trigonometry Pi Cosinus&Sinus Unitcircle Vectors Homogeneouscoordinates Length Crossproduct Dotproduct Additionandsubstraction Multiplication Normalization Matrices MatrixMatrixmultiplication MatrixVectormultiplication UsualTransformations
Trigonometry
Pi
constfloatpi=3.14159265f//butaninfinityofdigitsinreality
Cosinus&Sinus
(Fromhttp://commons.wikimedia.org/wiki/User:Geek3,underGNUFreeDocumentationLicense)
Unitcircle
(Modifiedfromhttp://en.wikipedia.org/wiki/User:GustavbunderCrativeCommons3.0)
tisanangleinradians. 0radians=0degrees 180degrees=Piradians 360degrees(fullcircle)=2*Piradians 90degrees=Pi/2radians
Vectors
ALWAYSknowinwhichcoordinatesyourvectoris.Seesection3fordetails.
Homogeneouscoordinates
A3Dvectoris(x,y,z),butahomogeneous3Dvectoris(x,y,z,w).
Length
Justlikecartesiandistance:sqrt(x+y+z).wdoesntcount.
Crossproduct
(Modifiedfromhttp://en.wikipedia.org/wiki/User:Acdx,formerimageunderCreativeCommons3.0)
TheXisthenotationforthecrossproduct.length(axb)==length(a)*length(b),soyoumaywanttonormalize()theresult.
Dotproduct
(fromhttp://en.wikipedia.org/wiki/File:Dot_Product.svg)
A.B=length(A)*cos(Theta),butmostlikelycomputedasA.x*B.x+A.y*B.y+A.z*B.z
Additionandsubstraction
compontentwise:
rsx=Ax+Bx e. . . rsy=Ay+By e. . . .. .
Multiplication
compontentwise:
rsx=Ax*Bx e. . . rsy=Ay*By e. . .
.. .
Normalization
Dividethevectorbyitslength:
Matrices
MatrixMatrixmultiplication
exampleforatranslationmatrix:
MatrixVectormultiplication
UsualTransformations
butinyourshaders,youcanalsorepresentyourvectorsintangentspace.Andinimagespacewhenyoudoposteffects.
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