Hi Boris,
I unterstand now what you mean.
to get the A matrix I can use the BoundingBoxcenter Ok , but when the user translate
the object again I would have to get the new Center and to calculate the new A matrix
again(I am using the MouseRotate, MouseTranslate and MouseZoom classes)I think it
would be complicated to keep track of the Center coordinate since it is being changed
at  different places I would then need a sort of globale variable don't you think so?

Mohammed

Epelman Boris schrieb:

> 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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