On Mon, 19 Mar 2001, Geoff Morris wrote:
> I found it amazing that, XYZ world coordinates rotation is equivalent to ZYX
> local coordinates rotation. In code something like this?
> Matrix3d rotationMatrixX = new Matrix3d();
> Matrix3d rotationMatrixY = new Matrix3d();
> Matrix3d rotationMatrixZ = new Matrix3d();
> rotationMatrixX.rotX(rotateX);
> rotationMatrixY.rotY(rotateY);
> rotationMatrixZ.rotZ(rotateZ);
> rotationMatrixZ.mul(rotationMatrixY);
> rotationMatrixZ.mul(rotationMatrixX);
> transform.setRotation(rotationMatrixZ);
I guess the method "Transform3D.setEuler(Vector3d angles)" can help saving
a couple of multiplications and temporary matrix.
the previous code would be equivalent to:
Vector3d tmpvect = new Vector3d(rotateX, rotateY, rotateZ) ;
transform.setEuler(tmpvect) ;
please, correct me if I'm wrong.
regards,
Fabrizio Nunnari
--
http://digilander.iol.it/fnunnari
Fabrizio Nunnari <[EMAIL PROTECTED]>
-Student at Computer Science Department of Turin (Italy)-
Voodoo Chile of DeGeNeRaTiOn for the Amiga scene --> Coder
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