Hi Mohammed!
I do not think that what you are sying is possible,
but the way I suggested you need to calculte the matrix
T*A*R*A^(-1)*T^(-1)
first and then multiply the transform attached to your object by this
matrix as a single operation. In that way you perform only one
multiplication
by the matrix, thing that you anyway want to do if you are rotating the
object.
Hope it helps,
Boris Epelman
On Tue, 24 Oct 2000, Mohammed Akacem wrote:
> Hi Boris,
>
> my point is that I don't want to translate the object to the origine because my
> objects kann have 500.000 triangles or more( and that will cost me too much
> time). Until now I have translated my objects to the origine and it works fine(
> andthat is done with the A Matrix you suggest I should use). What I was
> thinking about is(I don't know if this is possible) to translate the coordinate
> origin to the center of the boundingbox und rotate my objects(using the
> MouseRoate behavior).
>
> Mohammed
>
> Epelman Boris schrieb:
>
> > Hi!
> >
> > You need to perform the following transformation:
> >
> > T*A*R*A^(-1)*T^(-1)*M
> > where
> >
> > M is your object
> > T is the object's transform that holds all bthe transformations performed
> > on the object tillnow.
> > A this matrix brings the center of the object to (0,0,0) if the object was
> > not originally created at the origin.
> > R your rotation matrix
> >
> > Tell me if it helped.
> >
> > Boris
> >
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