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#Actualcozzie

Posted 22 April 2014 - 03:54 PM

Thanks. Here's an example/ one of my practice cases:

 

matrixtest.jpg

 

I multiply the X, Y, Z and W component with the first colum of the 4x4 matrix.

For Y I multiply the XYZW components with the 2nd colum of the matrix, etc.

 

So the resulting new X component, is determined by a multiplicaton of all 'original' vector components with the 1st column of the matrix.

 

I'm not 100% sure, but I believe directx/3d uses/ expects 'row major' matrices.

And to get for example the seperate axis's, I take the 1st three values of the 1st row for X, 2nd row for Y, 3rd row for Z (containing the rotations/scaling).

 

This example is a rotation matrix with X rotation is 90%:

 

matrixtest2.jpg

 

Where I believe the 1st 3 values of the 1st row, define a vector which I use as 'X axis' (my explanation in dummy: X and Z influence the result, because there's rotation around Y).


#1cozzie

Posted 22 April 2014 - 03:52 PM

Thanks. Here's an example/ one of my practice cases:

 

matrixtest.jpg

 

I multiply the X component with the first colum of the 4x4 matrix, Y component with the 2nd column etc.

I'm not 100% sure, but I believe directx/3d uses/ expects 'row major' matrices.

 

And to get for example the seperate axis's, I take the 1st three values of the 1st row for X, 2nd row for Y, 3rd row for Z (containing the rotations/scaling).

 

This example is a rotation matrix with X rotation is 90%:

 

matrixtest2.jpg

 

Where I believe the 1st 3 values of the 1st row, define a vector which I use as 'X axis' (my explanation in dummy: X and Z influence the result, because there's rotation around Y).


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