Pro OpenGL ES for iOS

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CHAPTER 2: All That Math Jazz (^43)
PUSH TO TALK SWITCH PARAMETERS
ROTATION CONTROL
ROTATION CONTROL PARAMETERS
HARD STOP
DIRECT SWITCH ACTUATION
SOFT STOP
BREAKOUT SWITCH ACTUATION
CONTROLLER LOCK TO ARM
DISPLACEMENT
11 5±0.50
≈11 0º
10±1º
1.5± 0.5º
50.0º
TRAVEL PRIOR TO SWITCH ACTUATION
TRAVEL TO HARDSTOP
MAXIMUM TORQUE
8.0° MIN
25.0° MAX
1.0 POUND INCHES Zc
Xc



  • YAW Yc

  • PITCH
    PITCH PIVOT
    (PALM CENTER)
    4.0’
    ROLL PIVOT
    YAW PIVOT
    110º
    SCS-2100D
    ROLL
    +ANGULAR VELOCITY-
    +ATTITUDE ERROR-
    FLIGHT DIRECTOR ATTITUDE INDICATOR
    PITCH & YAW ROLL INDEX
    INDEX
    NOTE:
    ALL POLARITIES INDICATE
    VEHICLE DYNAMICS +ATTITUDE ERROR-YAW
    +ANGULAR VELOCITY-
    ROLL TOTAL
    ATTITUDE SCALE
    SCS-2100D



  • P
    I
    T
    C
    H




+

ATTITUDE
ERROR

ANGULAR
VELOCITY



  • EULER ATTITUDE ON BALL
    PITCH - q = 014º
    YAW - y = 034º
    ROLL - f = 330º


Figure 2- 6. Illustration of the Apollo’s frame of reference, its joystick, and artificial horizon


Picture This: Projecting the Object onto the Screen


Whew, even after all of that we’re not quite done yet. Once you have performed all the
rotations, scaling, and translations of your objects, you still need to get them projected
onto your screen. Converting a 3D scene onto a 2D surface has troubled mankind since

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