Abstract
After completing this chapter, you will be able to
-
Differentiate between the Left-Handed and Right-Handed 3D Coordinate System
-
Discuss the vector cross product definition and the resulting vector direction and magnitude
-
Describe the geometric interpretation of the vector cross product
-
Relate the 2D plane equation to the vector plane equation and its parameters
-
Interpret the geometric implications of the vector plane equation
-
Relate the cross product result to 2D plane equations
-
Derive an axis frame when given two non-parallel vectors
-
Apply the vector concepts learned to solve point to plane distance, point to plane projection, line to plane intersection, and reflecting a vector across a plane
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Author information
Authors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature
About this chapter
Cite this chapter
Sung, K., Smith, G. (2023). Vector Cross Products and 2D Planes. In: Basic Math for Game Development with Unity 3D. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-9885-5_6
Download citation
DOI: https://doi.org/10.1007/978-1-4842-9885-5_6
Published:
Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-9884-8
Online ISBN: 978-1-4842-9885-5
eBook Packages: Professional and Applied ComputingApress Access BooksProfessional and Applied Computing (R0)