Also see:
http://www.cs.ualberta.ca/~andreas/math/matrfaq_latest.html
http://www.ddj.com/articles/2001/0165/0165f/0165f.htm
http://www.flipcode.com/geometry/
Dave
> -----Original Message-----
> From: Kevin Williams [SMTP:[EMAIL PROTECTED]]
> Sent: Wednesday, August 29, 2001 1:29 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Rotation Matrix
>
> Use 2 transforms, one to translate and one to do the rotation. Then you
> can use the rotX, rotY, rotZ. Also every time you move the object, you
> don't have to also rotate it (the rotation stays the same).
>
> Kevin
>
>
>
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Spencer Goh
> Sent: Wednesday, August 29, 2001 10:54 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Rotation Matrix
>
>
> Could anyone point me to a website which explains the matrix
> transforms for rotations. I need to do various rotations about a point,
> not necessarily the origin. At the moment I'm computing them by hand
> using standard trig equations but I'm certain there is a nice neat was of
> putting it all into a Matrix but I just can't remember how (Rusty on the
> old matrix maths ! :-)
>
> transform.setRotation(Matrix3f)
> { a1, a2, a3
> b1, b2, b3
> c1, c2, c3
> }
>
> if anyonen could tell me what I have to put in those fields.. eg..
> to get a rotation about the X-axis by n degrees about the point by m(xx,
> yy, zz) etc etc just the whole load of them..
>
> As I said, I currently use a load of sines and cosines to calculate
> it myself.. but then I'm stuck cos I can't use rotX rotY rotZ because the
> reset the other transforms and I can't figure out how to use
> setRotation...
>
> Any explainations of how to use the rotation matrix or pointers to
> web resources appreciated.
>
> Thanks
> Spencer Goh
>
> ~~~~~~~~~~~~~~~~~~~~~~~~
> Postgraduate
> Computer Science
> University of Birmingham
> 07747 600 436
> www.spencergoh.com <http://www.spencergoh.com>
> [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>
>
>
>
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