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Efficient object world matrix calculations?

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Hey all, Right now, this is what my object RecalcMatrix() method looks like:

	D3DXMATRIX rotY, trans, scale;
	D3DXMatrixIdentity( &m_World );
	D3DXMatrixTranslation( &trans, m_Pos.x, m_Pos.y, m_Pos.z );
	D3DXMatrixScaling( &scale, m_UniformScale, m_UniformScale, m_UniformScale );

	D3DXMatrixRotationY( &rotY, m_AngleY );
	m_World = scale * rotY * trans; // or should this be rotY * trans * scale?

It's pretty ugly and surely inefficient.. I'm creating 3 new matrices per object every frame! And, I have to store one angle per direction... Right now my object can only rotate around the Y axis. What I'd like to do is just store a Direction vector and compute the rotation based off of that. And, ideally, only have a single World matrix and then plug everything into it, instead of creating 3+ new matrices and then multiplying them all together. How does everyone do this efficiently? I'd love to see some example code! :)

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My two cents worth then:

One way would be to cache your matrices by having a global or member matrices for scaling, translation and rotation, so that you recalculate them only when required. For eg:

D3DXMATRIX rotY, trans, scale; //globals or member
D3DXMATRIX world; //also global or member

//Recalc Matrix function
world = scale * rotY * trans;

And somewhere else in your code you will ensure that you update the rotY, trans and scale as and when required.

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Hm yeah good idea. I could make them static members of my object class. Rating++ :)

But, is there a way to do it without using them at all? I know that the ._14, ._24, and ._34 positions in the matrix represent the translation, so I could just plug in the position directly in there.. but what about the other stuff (like getting a rotation from a direction vector?)

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scale * rotation * translation =
[ cos Y * s 0 -sin Y * s 0 ]
[ 0 s 0 0 ]
[ sin Y * s 0 cos Y * s 0 ]
[ dX dY dZ 1 ]

Y is the rotation around Y axis
s is the scale
dX dY dZ is the translation vector (inverse position).

!EDIT! sorry I made a mistake. corrected it...

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If I understood you correctly, if you have a direction vector N and a vector facing up V then you can get the rotation matrix like that:

U = V ^ N
// V = N ^ U

RotMat =
[ U.x U.y U.z 0 ]
[ V.x V.y V.z 0 ]
[ N.x N.y N.z 0 ]
[ 0 0 0 1 ]

// uncomment that V=N^U line if you are not sure that Up and Dir are perpendicular (you can do that and let V be (0,1,0)

// then your full matrix will be:
[ U.x*s U.y*s U.z*s 0 ]
[ V.x*s V.y*s V.z*s 0 ]
[ N.x*s N.y*s N.z*s 0 ]
[ dX dY dZ 1 ]

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