just the pure math side of space transformation:
if I am right, the 3x3 matric manage rotation +scaling (in 3d : sin/cos of
the angle are involved); the last row managing the translation;
actually, the great thing with j3d (or any 3D API) is that you do not need
(well, at least at the beginning) to
know much about this as methods can be used directly to rotate/scale/etc..
I remember once accessing a great web site for spacial matrix computation
but can not find it back.
Anyone here who could point us to such a site?
Good luck
olivier
-----Original Message-----
From: Casteel, Don <[EMAIL PROTECTED]>
To: '[EMAIL PROTECTED]' <[EMAIL PROTECTED]>
Date: Friday, June 11, 1999 6:41 AM
Subject: [java3d] Transform3D matrix?
>Can someone point me to further information on the 4x4 matrix of the
>Transform3D object.
>
>It's mentoned in the API, but not described in detail. In particular, I'd
>like to know what each component does in simple terms.
>
>Something like:
>
>m00 = x-rotation
>m01 = y-rotation
>m02 = z-rotation
>m03 = x-translation
>
>m10 = y-translation
>m11 = z-translation etc.................
>
>As you can see from my above guess, I'm totally lost, how do you end up
with
>16 components?
>
>
>Don Casteel
>
>Manufacturing Engineer
>TEXTRON Automotive Company -- Athens Operations
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