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.