Hear Hear!!

I found it very useful too :)


Matthew (A different one, of course) Warren,
IBM ADSM Support, Mainz
(SCS Ltd)


>
>Thanks to Matthew!
>
>This is the best "plain english" definition I've seen. I have asked this
>question before myself and never gotten an explination that didn't hurt my
>brain.
>
>Thanks again Matthew!
>Don
>
>-----Original Message-----
>From: Matthew Pocock [mailto:[EMAIL PROTECTED]]
>Sent: Monday, October 18, 1999 8:31 AM
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Transform3D Coordinates
>
>
>Hi.
>
>I am not a mathematician, so can't give a detailed account of the 16
>numbers
>in
>the transform3d, but I can talk you through how they work.
>
>The transform looks like this:
>
>xx xy xz tx
>yx yy yz ty
>zx zy zz tz
>sx sy sz ss
>
>You can see four areas of numbers. The upper left block are the
>rotation/scaling/shearing ones. By default they look like:
>1 0 0
>0 1 0
>0 0 1
>
>This means that after the transform has been used that x will remain x, y
>will
>remain y and z will remain z. If it was
>0 1 0
>0 0 1
>1 0 0
>it would mean that after transform, the new x would equal the old y, the
>new
>y
>would equal the old z and the new z would equal the old x. By putting more
>complicated numbers in there, the new xyz can be made to be any combination
>of
>the old xyz coordinates. These numbers are best set using the shear, rotate
>type
>methods on transform3d.
>The tx, ty, tz parts of the transform transform a point. So,
>0
>1
>-10
>would move your point forward one along the y axis, and back 10 along the z
>axis. These values are best set using the translate methods.
>The sx, sy and sz parts are used to inverse scale the scein.
>10 1 1/5
>would make the resulting scein 10 times smaller in the x direction and 5
>times
>larger in the z direction. Use the scale methods in the transform3d class
>to
>control these. Lastly, ss inversly scales the entire scein.
>
>Basicaly, don't try to figure out what all the numbers meen. That is what
>makes
>object-oriented programing so great! Use the methods in transform3d to
>build
>your transform in a way that you understand. Don't worry too much about how
>it
>works.
>
>Matthew
>
>Juan Jos� Abenza Moreno wrote:
>
> > Does anybody know what is the meaning of each one of the 16 coordinates
>in
>a
> > Transform3D?
> >
> > Thanks,
> > Juan Jose Abenza
> > [EMAIL PROTECTED]
> >
> >
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