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Maths - Standards

I am very keen to have consistent standards of notation and terminology across this site. Its hard enough to learn these things without being confused by inconsistent standards. It may not be perfect yet so, if you find any inconsistencies across the site please let me know.

I have documented the maths notation on this page.

I have also tried to apply standards to the physics notation and terminology (see physics standards).

In some cases there are different ways to notate, calculate and display. Wherever possible I have tried to base these on standards, here are some standards used:

  This site VRML/X3D (ISO/IEC 19775) OpenGL DirectX NASA standard Aeroplane

MathML

http://www.w3.org/TR/REC-MathML/

Vector shown as row or column       see D3DVECTOR structure    
Matrix order     opposite of everything else see D3DMATRIX structure    
Coordinate System right-handed cartesian right-handed cartesian right-handed cartesian (for orthographic projection) left-handed cartesian    
x,y and z definitions

+X to the right
+Y straight up
+Z axis toward viewer

+X to the right
+Y straight up
+Z axis toward viewer

Orthographic Projection see glOrtho()
+X to the right
+Y straight up
+Z axis toward viewer

Viewport
+X = to the right
+Y = top of screen
+Z = depth buffer = distance from viewer (range 0 to 1)
W = scaleing value for perspective transform

+X to the right
+Y straight up
+Z axis into screen
X along length of aircraft,
Y along wing and
Z towards gravity.
 
Euler angles Heading = rotation about y axis
Attitude = rotation about z axis
Bank = rotation about x axis
      Heading = rotation about z axis
Attitude = rotation about y axis
Bank = rotation about x axis
 
Euler angle order Heading applied first
Attitude applied second
Bank applied last
      Heading applied first
Attitude applied second
Bank applied last
 
Positive angle right hand screw right hand screw right hand screw (see glRotated)      
Angle units radians radians degrees (see glRotated) radians    
Vector Cross product

right hand:

x = Ay * Bz - By * Az
y = Az * Bx - Bz * Ax
z = Ax * By - Bx * Ay

so, mechanics equations are,

v vector = w vector×r vector
torque  vector = r vector×force vector

         

Clifford Algebra: factor ordering

dually          

Clifford Algebra: element ordering

grade-ordered          

Where these standards conflict I have used VRML/X3D (ISO/IEC 19775) on this site. For Euler angles I have used NASA standard Aeroplane but I have swapped the y and z axis, to conform to x3d, so:
Heading applied first (rotation about y axis – which is up-down)
Attitude applied second (rotation about z axis which is along wing)
Bank applied last (rotation about x axis which is front-back)

Although z and y are swapped: Heading, Attitude and Bank are applied in the same order so the properties of NASA standard Aeroplane are still the same, i.e. the singularity still happens at attitude= -+90 degrees.


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Correspondence about this page

Book Shop - Further reading.

Where I can, I have put links to Amazon for books that are relevant to the subject, click on the appropriate country flag to get more details of the book or to buy it from them.

cover This book introduces 3D concepts, VRML, Java3D, MPEG4/BIFS, and X3D. It is a very good introduction to the theory, The writers have an in depth knowledge due to their involvement in the standards making. This is a good book to help you choose which 3D open standards to use and to give you a good insight into these standards. It is probably not for those who want a basic introduction to 3D or for these who want a step-by-step programming in 3D book.

Commercial Software Shop

Where I can, I have put links to Amazon for commercial software, not directly related to the software project, but related to the subject being discussed, click on the appropriate country flag to get more details of the software or to buy it from them.

 

cover Dark Basic Professional Edition - It is better to get this professional edition

cover This is a version of basic designed for building games, for example to rotate a cube you might do the following:
make object cube 1,100
for x=1 to 360
rotate object 1,x,x,0
next x

cover Game Programming with Darkbasic - book for above software

Can you help?

Please send me any improvements to here. I would appreciate ideas to make the pages more useful including error correction, ideas for new pages, improvements to wording. It helps if you quote the full URL of the page.

 

progam

I am working on a project which uses these principles, if you would like to help me with this you are welcome to join in, here:

http://sourceforge.net/projects/mjbworld/

This site may have errors. Don't use for critical systems.

Copyright (c) 1998-2008 Martin John Baker - All rights reserved - privacy policy.