Rotation by vectors
Is it possible, and if so how, to create a world transform rotation matrix that is based on vectors? As in the view matrix where you specify a lookat, up and right vectors, I would like to do exactly the same thing with the world matrix. Possible, or not?
If you have the object''s:
lookAt, right and up vectors
position (of its origin)
then the world matrix is (expand the vectors):
lookAt, right and up vectors
position (of its origin)
then the world matrix is (expand the vectors):
right 0up 0lookAt 0position 1
Sorry, I didn't understand that. Could you rephrase/ change the notation?
[edited by - Soaringtortoise on June 3, 2003 10:45:00 AM]
[edited by - Soaringtortoise on June 3, 2003 10:45:00 AM]
He means:
vector "right" -> Rx, Ry, Rz
vector "up" -> Ux, Uy, Uz
vector "lookAt" -> Lx, Ly, Lz
vector "position" -> Px, Py, Pz
then the matrix would be (in 4x4 matrix)
I don't know whether that works or not, that's just what he was saying.
[edited by - Nypyren on June 3, 2003 11:50:55 PM]
vector "right" -> Rx, Ry, Rz
vector "up" -> Ux, Uy, Uz
vector "lookAt" -> Lx, Ly, Lz
vector "position" -> Px, Py, Pz
then the matrix would be (in 4x4 matrix)
Rx Ry Rz 0Ux Uy Uz 0Lx Ly Lz 0Px Py Pz 1
I don't know whether that works or not, that's just what he was saying.
[edited by - Nypyren on June 3, 2003 11:50:55 PM]
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