Original Post
🔒 Locked
Rotation
Advertisement
all you have to do is multiply your 3 base vectors (1,0,0), (0,1,0) and (0,0,1) by your rotation matrix (or quaternion, depending on what you used) and there you have it. Transformed vector (1,0,0) will materialize your X axis, etc...
The vectors'' length are still 1, since all rotations are isometric (don''t change vector length).
OTOH, not trying to be mean, but if you can''t figure it out by yourself, you''re probably going to have a hard time doing 3D programming. I mean no malice by saying this ! Read some stuff about spacial geometry and transformations, it''ll always come in handy.
Or maybe I just simply misunderstood the whole question, in which case forgive me.
The vectors'' length are still 1, since all rotations are isometric (don''t change vector length).
OTOH, not trying to be mean, but if you can''t figure it out by yourself, you''re probably going to have a hard time doing 3D programming. I mean no malice by saying this ! Read some stuff about spacial geometry and transformations, it''ll always come in handy.
Or maybe I just simply misunderstood the whole question, in which case forgive me.
I am picking a point say (0, 0) and then I specify a rotation say 90 degrees. This case is simple because I can say that (0, 1) is another point at 90 degree rotation from (0, 0), and easily get a vector from the two points. How can I do this for any arbitrary point? Thanks.
I think you may have to add/subtract 90 degrees or something.
Zorx (a Puzzle Bobble clone)
Discontinuity (an animation system for POV-Ray)
Zorx (a Puzzle Bobble clone)
Discontinuity (an animation system for POV-Ray)
Topic Locked
This topic has been locked by a moderator. New replies are not allowed.
Sign in to reply to this topic.
Advertisement