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Thread: matrix and rotation

  1. #1
    Junior Member Regular Contributor
    Join Date
    Apr 2010

    matrix and rotation

    I have little mesh of 6 3dpoints(x,y,z) and i would rotate these 6 point by the 2 input axis direction.
    I try to create a 3x3 rotation matrix and multiply it by 3dpoints
    I transform all 3dpoint to a vector and multiply it by a matrix create from the axis.
    but how i can create this matrix?
    I have y axes and z axes directions.
    is possible?

  2. #2
    Intern Contributor
    Join Date
    Oct 2009

    Re: matrix and rotation

    First, obtain the X axis from the Y and Z:
    Code :
    X = crossProduct( Y, Z )

    Then simply:
    Code :
    matrix[0,i] = X.i
    matrix[1,i] = Y.i
    matrix[2,i] = Z.i

    Where i takes the values 0, 1 and 2

    Note that you must normalize Y and Z first of all (before calculating X), and of course Y and Z must be orthogonal.

    If Y and Z are not orthogonal, the solution is simple: once you have calculated X, recalculate Z with: Z = crossProduct( X, Y ). If you want to modify Y instead of Z, then do Y = crossProduct( Z, X ).

    If it doesn't work, try swapping the matrix indexes, i.e. instead of matrix[0,i] = X.i try matrix[i,0] = X.i, because it depends on the language you're programming on.

    Antares game blog:

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