Hi Yin

> In Transform3D class, rotX, rotY and rotZ can be set. But how to get rotX,
> rotY and
> rotZ if it is rotated. I cannot find a method to call.
Linear Algebra tells use that affine transformations can be sticked
together by matrix multiplikation for rotation and scaling. If you make
them homogene you can even add translation also by multiplying homogene
matrices (damn what's the english plural for matrix?). You just have to be
careful as A*B != B*A

EOF,
 J.D.

--
Jmark2k+1 (http://www.antiflash.net/jmark)
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