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Book Overview & Buying
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Table Of Contents
Game Physics Cookbook
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The Mesh class in its current implementation cannot be transformed. All meshes are at origin. We are going to solve this problem by creating a new Model class. A Model will contain a Mesh, a translation, and a rotation. In general, rigid body physics engines do not deal with scale; so we will not add a scale factor to the new Model class.
Additionally, a Model might have an optional parent, another model. When a Model has a parent, the position and rotation stored in the Model are relative to its parent. This forms a transformation hierarchy. When the parent object moves, all of its children move with it. Our Model implementation will also track the Axis Aligned Bounding Box (AABB) of the model in local space.
We are going to create a new Model structure. This new structure represents a Mesh with some transform attached. Because models can be in a transform hierarchy, we will implement a GetWordMatrix function that will return the world matrix of the provided...