Original Post
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Transforming coordinates
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Multiply the transformation matrix with the coordinates.
Zorx (a Puzzle Bobble clone)
Discontinuity (an animation system for POV-Ray)
[edited by - clum on June 1, 2004 1:45:14 PM]
[a b c][x]
[d e f][y]
[g h i][1]
Zorx (a Puzzle Bobble clone)
Discontinuity (an animation system for POV-Ray)
[edited by - clum on June 1, 2004 1:45:14 PM]
Do you have the transformation matrix from the mesh to the world? That would be a 4x4 transformation matrix. The upper 3x3 block is rotation (and possibly scale), and the last row/column is translation. Just multiply the transformation matrix times the vertex to get the world space vertex, e.g.:
V_world_space = T * V_mesh_space
where T is the 4 x 4 mesh-to-world transformation matrix.
Graham Rhodes
Principal Scientist
Applied Research Associates, Inc.
V_world_space = T * V_mesh_space
where T is the 4 x 4 mesh-to-world transformation matrix.
Graham Rhodes
Principal Scientist
Applied Research Associates, Inc.
Sorry for this answer, but I really think you were asking for it: matrix multiplication
Zorx (a Puzzle Bobble clone)
Discontinuity (an animation system for POV-Ray)
Zorx (a Puzzle Bobble clone)
Discontinuity (an animation system for POV-Ray)
quote:
Original post by clum
Sorry for this answer, but I really think you were asking for it: matrix multiplication
Nope, I was just looking for a way to transform the coordinates. The D3DXVec3TransformCoord function was what I was after, but thanks anyway
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