Convert figure images to markdown
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61-04.md
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@ -28,9 +28,8 @@ equally. What it all works out to is that the value of the dot product
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of any vector with a unit vector is the length of the first vector
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projected onto the unit vector, as shown in Figure 61.6.
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\
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**Figure 61.6** *How the dot product with a unit vector performs a
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projection.*
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This unlocks all sorts of neat stuff. Want to know the distance from a
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point to a plane? Just dot the vector from the point **P** to the plane
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@ -94,9 +93,8 @@ on. So when two 3-D experts, John Carmack and Billy Zelsnack, mentioned
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that they think of rotation differently, in a way that seemed more
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intuitive to me, I thought it was worth passing on.
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**Figure 61.7** *Using the dot product to get the distance from a
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point to a plane.*
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Their approach is this: Think of rotation as projecting coordinates onto
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new axes. That is, given that you have points in, say, worldspace,
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@ -119,6 +117,5 @@ and that new tools, or new ways to use old tools, are Good Things. My
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experience has been that rotation by projection, and dot product tricks
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in general, offer those sorts of benefits for 3-D.
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\
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**Figure 61.8** *Rotation to a new coordinate space by projection onto
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new axes.*
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