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aNt
12-17-2000, 12:04 PM
hello hope u are all well?

i got a little problem with rotations. if i translate then do a rotation then another translation i cant seem to get the new angle of the position of my object.

i can get the location transformation like this:

float[] mat = new float[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mat);

mat[12] being x
mat[13] being y
mat[14] being z

are the rotation points in the matrix also? can anyone tell me how i get them out.

angle, x, y, z. is what i'm after.

tops.....

softland_gh
12-19-2000, 04:35 AM
It's a little difficult to find the angle, however you can find the new axes of you transformed object. I meam, the axes before transformation are

i=(1,0,0),j=(0,1,0) and k=(0,0,1)

After transformation:

i1=(Mat[0],Mat[1],Mat[2])
j1=(Mat[4],Mat[5],Mat[6])
k1=(Mat[8],Mat[9],Mat[10])

Hope this will help.