KXPRot Struct
5 messages in this thread
Haaaaaaa! (this is my third scream today)… I finally figure out what
the rotation thing is asking for. Great. Now I have the stuff working
and rotating as it should….
Gus,
<< . I finally figure out what the rotation thing is asking for. >>
Are you going to upload a snippet into the libs for us all?
jonas[adesk]
>> Are you going to upload a snippet into the libs for us all?
Yeah, the minute I find how to rotate an object more than 180 degrees! I was
able to deduce the data required by the KXPRot structure. I built all three
rotation matrices, compounded them and converted to what I believe is a
quartenian (x,y,z,w). Then I derived the 3 axis and angle. I was able to match
the numbers I see when I rotate an object manually and go check the key info.
This is only true, however, for rotations up to 180 degrees. When I have
something rotating more than that, it gets clipped by 180 (i.e. 195 becomes
15). As I just "deduced" the equations, not really understood what I did, I
still am working on that.
By the way, after spending 30 straight hours writing my own matrix
multiplication routines, matrix to quartenian conversion routines and
quartenian derivation routines, I found out that all those functions are
included in the IPAS libraries but they are not documented. Just take a look at
3D.H and QUAT.H for the function prototypes. All kinds of goodies. Not that it
matters much for me as I probably wouldn't know what to do with them hadn't I
gone through the process of developing my own. The only thing they served was
to prove my equations as the results are identical.
I developed this whole process of thought through MathCad. I guess the easiest
way to "share" that would be to upload that document as it includes not only
notes, but it also includes several equations I wouldn't know how to represent
using straight ASCII. I can upload as a post script file if that makes anyone's
life easier… I'm open to suggestions! And I'm also open to suggestions on my
problems. So far I haven't heard a beep…
Gus,
Rotation hell, sounds familiar! I asked about those wonderful equations in
3D.H – they are officially not supported, but thoughtfully provided! I've been
working on getting my first "viewport" up and dancing.
Are you going to NAB?
Don
I sure will.