Hello everybody:
 
    I'm just looking how to store (wich data I will need) in a file (text file with any format) the data that an object's transform has.
 
    I mean, supose I have a scenegraph with an object. And supose I have a function for storing the state of the scenegraph. I would like to store all the scenegraph objects and theirs position, rotations, etc. I could achieve this data inside the object's transform.
 
    I could achieve this data structures from a Transform3D:
 
        double[]
        float[]
        Matrix3d
        Matrix3d,Vector3d
        Matrix3f
        Matrix3f,Vector3d
        Matrix3f,Vector3f
        Matrix4d
        Matrix4f
        Quat4d
        Quat4d,Vector3d
        Quat4f
        Quat4f,Vector3d
        Quat4f,Vector3f
        Vector3d
        Vector3f
 
    The case is that I have to store all the information, in order to reload the information for creating the stored scenegraph.
 
    So when reloading and creating the object and it's transform I will need to instantiate a new Transform3D and I will need the most accurate information.
 
    Knowing that a Transform3D is like:
 
        m00 m01 m02 m03  x       x'
        m10 m11 m12 m13  y       y'
        m20 m21 m22 m23  z   =  z'
        m30 m31 m32 m33  w       w'
 
    And it's equations for x', y', etc....
       
    Transform3D's constructor allows:
 
        double[]  
        float[]    -------------------------------------> Both give 4 x 4 matrix -----> It looks like the better one  
        GMatrix ¿What's that?!!!!  -----------> No idea
        Matrix3d, Vector3d, double
        Matrix3f, Vector3d, double
        Matrix3f. Vector3f, float ---------------> With this three says in the constructor that give rotation matrix, translation matrix and scale values
                                          ----------------> But it says to that scale is applied only to the rotational component (is there only where it have to be applied?)
        Matrix4d
        Matrix4f --------------------------------------> The same that the first ones
        Quat4d, Vector3d, double
        Quat4f, Vector3d, double
        Quat4f, Vector3f, float ------------------> The quaternion represents all rotations? Scale is applied only to rotations too
        Transform3D -------------------------------> I can´t use it logically
 
   Which data may I ask to the transform and use after for constructing a new transform?
 
    I hope I'm explaining properly...
 
Thanks in advance.
       
 
 
Aitor Illarramendi Amilibia
 
Ingeniero de software
Detección, Mando y Control
 Indra.bmp
 
Carretera de Loeches, 9
28850 - Torrejón de Ardoz, Madrid (ESPAÑA)
Tel: +34-91-396.82.47
Fax: +34-91-396.81.14
 

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