Hi,
I need help figuring out how matrix works in this example
the custom defined identity matrix as follows:
aMatrix[0] = 1.0f; aMatrix[1] = 0.0f; aMatrix[2] = 0.0f;
aMatrix[3] = 0.0f; aMatrix[4] = 1.0f; aMatrix[5] = 0.0f;
aMatrix[6] = 0.0f; aMatrix[7] = 0.0f; aMatrix[8] = 1.0f;
then here is the translation transformation:
aMatrix[6] = aPoint.x * aMatrix[0] + aPoint.y * aMatrix[3] + aMatrix[6];
aMatrix[7] = aPoint.x * aMatrix[1] + aPoint.y * aMatrix[4] + aMatrix[7];
the last piece to transform the vertices:
aTransformedQuad->vertex1.geometryVertex.x = aQuad->vertex1.geometryVertex.x * aMatrix[0] + aQuad->vertex1.geometryVertex.y * aMatrix[3] + aMatrix[6];
aTransformedQuad->vertex1.geometryVertex.y = aQuad->vertex1.geometryVertex.x * aMatrix[1] + aQuad->vertex1.geometryVertex.y * aMatrix[4] + aMatrix[7];
aTransformedQuad->vertex2.geometryVertex.x = aQuad->vertex2.geometryVertex.x * aMatrix[0] + aQuad->vertex2.geometryVertex.y * aMatrix[3] + aMatrix[6];
aTransformedQuad->vertex2.geometryVertex.y = aQuad->vertex2.geometryVertex.x * aMatrix[1] + aQuad->vertex2.geometryVertex.y * aMatrix[4] + aMatrix[7];
aTransformedQuad->vertex3.geometryVertex.x = aQuad->vertex3.geometryVertex.x * aMatrix[0] + aQuad->vertex3.geometryVertex.y * aMatrix[3] + aMatrix[6];
aTransformedQuad->vertex3.geometryVertex.y = aQuad->vertex3.geometryVertex.x * aMatrix[1] + aQuad->vertex3.geometryVertex.y * aMatrix[4] + aMatrix[7];
aTransformedQuad->vertex4.geometryVertex.x = aQuad->vertex4.geometryVertex.x * aMatrix[0] + aQuad->vertex4.geometryVertex.y * aMatrix[3] + aMatrix[6];
aTransformedQuad->vertex4.geometryVertex.y = aQuad->vertex4.geometryVertex.x * aMatrix[1] + aQuad->vertex4.geometryVertex.y * aMatrix[4] + aMatrix[7];
Now, I understand so far they only apply to X-axis and Y-axis. Can someone please tell me how I can implement Z-axis into this code.
Thanks in advance for any input!






