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Make a copy of the Chapter_14 folder and name it Chapter_15. The rotation matrices we need for the camera are in the Transform class. In fact, all the operations required for matrix manipulation to move and orient the camera are in the Transform class, and therefore rather than repeat code, it makes more sense to give the camera a transform component that can do all the work.

   Make a copy of the Chapter_14 folder and name it Chapter_15.
The rotation matrices we need for the camera are in the Transform class. In fact, all the operations required for matrix manipulation to move and orient the camera are in the Transform class, and therefore rather than repeat code, it makes more sense to give the camera a transform component that can do all the work.
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Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments
Penny de Byl 1st Edition
Chapter 15, Problem 1 ↓

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Step 1: Open the file explorer or terminal and navigate to the location of the Chapter_14 folder.  Show more…

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Make a copy of the Chapter_14 folder and name it Chapter_15. The rotation matrices we need for the camera are in the Transform class. In fact, all the operations required for matrix manipulation to move and orient the camera are in the Transform class, and therefore rather than repeat code, it makes more sense to give the camera a transform component that can do all the work.
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