Transformations and Collision Testing
Provides classes and methods for manipulating vectors and matrices. This section discusses math and includes examples of common math-related game tasks.
In This Section
- Positioning the Camera
- Demonstrates how to position the camera so that all objects in a scene are within the view frustum while maintaining the camera's original orientation.
- Transforming a Point
- This example demonstrates how to use the Vector3 and Matrix classes to transform a point. A matrix transform can include scaling, rotating, and translating information.
- Rotating and Moving the Camera
- Demonstrates how to rotate and move a camera in a 3D environment.
- Moving the Camera on a Curve
- Demonstrates how to use the Curve and CurveKey classes to move a camera along the shape of a curve.
- Selecting an Object with a Mouse (Windows)
- Demonstrates how to check whether the mouse is positioned over a 3D object by creating a ray starting at the camera's near clipping plane and ending at its far clipping plane.
- Bounding Volumes and Collisions
- Collision detection determines whether objects in a game world overlap each other.
- Testing for Collisions
- Demonstrates how to use the BoundingSphere class to check whether two models are colliding.