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Glossary

acceleration

The rate of change of velocity; it measures how quickly an object speeds up or slows down.



affine

As in "affine transformation," indicates that the essential shape of the object being moved is preserved.



amplitude

Measures the range of output values for the sine or cosine function.



angle of incidence

The incoming angle of a moving object when it collides with a fixed object.



angle of reflection

The outgoing angle of a moving object when it collides with a fixed object.



angular displacement (q)

A vector quantity that measures rotation. It is equal to the arc length divided by the radius of a rotating object.



Angular Momentum

(L = Iw) where I=inertia (mr2) and w=angular velocity.



arc length (s)

A certain distance along a circular path.



array

A gridlike system for organizing any type of information (such as numbers, variables, text, and even arrays).



average angular acceleration (a)

The rate of change of angular velocity (change in angular velocity divided by time).



average angular velocity ( graphics/gl01inl01.gif)

The rate of change of angular displacement (change in angular displacement divided by time).



axis-aligned bounding box

A box with sides that are perfectly horizontal and vertical, meaning parallel to the x- and y-axes.



axis of symmetry

A horizontal or vertical line that goes through the vertex of a parabola and splits it right down the middle so that each side is a reflection of the other.



Cartesian coordinates

x, y, and z values that describe displacement parallel to the three axes.



Cartesian coordinate system

A gridlike system that uses a horizontal x-axis and a vertical y-axis to pinpoint a 2D location or an x-, y-, and z-axis to pinpoint a 3D location.



circle

The set of all 2D points at a given distance, called the radius, from a given fixed point, the center.



class

The basic type used in object oriented design.



coefficient of restitution (e)

A measure of how much energy is lost during a collision. For an elastic collision, e = 1, and for a perfectly inelastic collision, e = 0.



complete solution

All the points that satisfy a given equation.



concatenation

The process of combining transformation matrices into a single combo matrix.



conservation of momentum theorem

States that the total amount of momentum stays the same when two objects collide. It simply transfers from one object to the other.



corresponding entries

Entries in any matrix that are in the same row and column location.



differential scale

A scaling process with two different scale factor values for Sx and Sy.



displacement

The vector version of distance—distance plus direction.



elastic collision

A collision in which no kinetic energy is lost when the two objects hit.



entry

Each individual number in a matrix.



Euler rotation

Pronounced "oiler." A process that uses three variables, commonly called roll, pitch, and yaw, to rotate objects. Distinguished from Quaternions, an alternative method of rotation.



formula

An equation.



free-body diagram

A standard diagram that uses arrows to represent the forces on an object in a very specific way. All the arrows originate at the object's center, and all have relative lengths.



function

A rule that takes in information (input) and returns new information (output).



fundamental period

360° or 2pR measures how often the sine and cosine functions repeat.



gravitational potential energy (GPE)

The energy stored in an object due to its height off the ground.



impulse-momentum theorem

States that a force delivered quickly results in a change of momentum. This means that if the mass does not change, the object either speeds up or slows down.



individual solution

A single point that makes an equation true.



Inertia (I)

measures an object's resistance to motion. It's the angular equivalent to mass and is equal to mr2.



instantaneous angular acceleration

The average angular acceleration over an extremely small time interval, as close to an instant as you can get.



instantaneous angular velocity

The average angular velocity over an extremely small time interval, as close to an instant as you can get.



instantaneous velocity

The average velocity over an extremely small time interval, as close to an instant as you can get.



interpolation

The process of predetermining intermediate values between two



key framing

Identifying important points of transition in an animation.



kinetic energy

The amount of energy an object has because it is moving.



kinetic friction

The force that slows down an object after it gets moving.



law of conservation of mechanical energy

States that energy cannot be created or destroyed; it can only switch forms.



linear combination

A process that uses the rules of equality to solve for two unknown variables when two equations are given.



matrix

An array that is limited to storing numbers.



midpoint

The point that is exactly halfway between two other points.



momentum (p)

An object's mass times velocity.



Newton's Second Law Revisited

(t = Ia) where I=inertia (mr2) and a=angular acceleration.



normal force

The force of the surface an object is sitting on that counteracts gravity and keeps it from falling any farther.



normalization

A process that scales the magnitude of a vector down to 1.



orthogonal

A synonym for perpendicular.



parabola

A fancy name for a symmetric bump, or arc.



parallel lines

Two lines that never cross because they have equal slopes.



perfectly inelastic collision

A collision in which two objects stick together and have the same final velocity.



period

The measurement of how often a trigonometric function repeats.



perpendicular lines

Two lines that intersect at right angles.



polar coordinates

A length plus an angle in standard position.



projectile

Any object that has been thrown, kicked, or shot and is flying through the air.



Pythagorean theorem

States that, for any right triangle, the length of the hypotenuse squared is equal to the sum of the squares of the other two sides (a2 + b2 = c2).



quadrant

One segment of the Cartesian system of coordinates.



radius

The distance from any point on a circle or sphere to its center.



Rotational Kinetic Energy

(KER = 1/2Iw2) where I=inertia (mr2) and w=angular velocity.



scalar

A number, sometimes called a magnitude, without any direction.



slope

The measure of steepness (rise over run).



solution set

The set of all the points that satisfy two equations.



speed

The measure of how fast an object is moving.



sphere

The set of all 3D points at a given distance, called the radius, from a given fixed point, the center. It's what you get when a circle revolves about its center point.



static friction

The force that keeps an object from initially moving.



structure

a user-created programming construct that is used as a new data



substitution

A method for solving a system of two linear equations.



surface normal

A vector that is perpendicular to the surface and that has a length of 1.



system of linear equations

Two equations put together.



tangential velocity (vt)

The linear velocity of a spinning object if it were to break free from rotation.



transformation

A way to move objects around in a 2D or 3D coordinate system. It encompasses movement such as forward-and-backward or up-and-down motion, scaling objects larger or smaller, and rotating objects.



translation

The process of moving objects left, right, up and down, or in and out.



transpose

A matrix operation that swaps rows with columns.



uniform scale

A scale with equal scale factors that keeps the proportions of the object being scaled the same.



unit circle

A circle centered at the origin with a radius of 1.



vector

A quantity that has both magnitude and direction.



vector reflection

The motion of a moving object when it bounces off a fixed object.



velocity

The vector version of speed—speed plus direction.



vertex

A point. For a parabola, the vertex is the very tip of the bump, the extreme maximum or minimum.



weight

The force due to gravity.



work

The scalar measurement of force times displacement.



work-energy theorem

States that the net or total work done on an object is equal to the change in its kinetic energy.



y-intercept

The point where a line crosses the y-axis.



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