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giugio

OpenGL 4x4 matrix and 3x3 matrix

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Hy. I must convert a 4x4 matrix from collada to a 3x3 matrix in opengl , is correct to do:
1   2   3   4
5   6   7   8
9   10  11  12
13  14  15  16

Collada: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 OpenGL: 1 5 9 13 2 6 10 14 3 7 11 15 4 8 12 16 ignore the 4 ,8,12 and 16 and thake the last row 13 14 15 for the translate component? Thanks.

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I do this function:
for collada importer:

void CColladaReaderTriangles::GetMatrixComponent(domNode* dn ,Transformation* trans)
{
domMatrix_Array pMatrix = dn->getMatrix_array();
const unsigned int nMxCount = (unsigned int)pMatrix.getCount();
float* pfVect = new float[16];
for(unsigned int iMx = 0; iMx< nMxCount; iMx ++)
{

domFloat4x4* pV = &pMatrix.get(iMx)->getValue();

pfVect[0]=((float)pV->get(0));
pfVect[1]=((float)pV->get(1));
pfVect[2]=((float)pV->get(2));
pfVect[3]=((float)pV->get(3));

pfVect[4]=((float)pV->get(4));
pfVect[5]=((float)pV->get(5));
pfVect[6]=((float)pV->get(6));
pfVect[7]=((float)pV->get(7));

pfVect[8]=((float)pV->get(8));
pfVect[9]=((float)pV->get(9));
pfVect[10]=((float)pV->get(10));
pfVect[11]=((float)pV->get(11));

pfVect[12]=((float)pV->get(12));
pfVect[13]=((float)pV->get(13));
pfVect[14]=((float)pV->get(14));
pfVect[15]=((float)pV->get(15));

}

//create 3x3 column major
Matrix3f matrixRot(pfVect[0], pfVect[4], pfVect[8], pfVect[1], pfVect[5], pfVect[9], pfVect[2], pfVect[6], pfVect[10]);
Vector3f translation(pfVect[3], pfVect[7], pfVect[11]);

.
.
.ecc...
}




the translation work fine, but the rotation is flipped,may be that is relative to collada exporter 3dsmax that export in Z_UP or Y_UP?or there are other errors?
thanks

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IIRC, Collada uses column vectors in row major order with the homogeneous co-ordinate stored as 4th element. OpenGL, on the other hand, uses column vectors in column major order with the homogeneous co-ordinate stored as 4th element.

Using the matrix indexing shown in the OP, then
Quote:
Collada: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
OpenGL: 1 5 9 13 2 6 10 14 3 7 11 15 4 8 12 16
would be correct. However, notice please indexes in programming language run commonly from 0, so make sure to have that right in your implementation.

Using the matrix indexing shown in the OP once again, then the translation would be in the elements { 4, 8, 12 } (which is mapped to { 13, 14, 15 } for OpenGL, and { 12, 13, 14 } for OpenGL when starting with index 0!).

From this point of view the implementation shown in the 2nd post seems me correct.

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Thanks.
so , may be that the axis x,y and z in 3ds and in opengl are swapped?
If the problem is this, how i can repair?
3ds have


Z
|
|
/\ / \x y
How are the opengl axis?

Thanks.

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If I interpret your ASCII art correctly, then you say that 3DS has its z axis upwards, its x axis to the right, and its y axis forwards (i.e. into the distance). So it has a right-handed co-ordinate system as OpenGL has, but it is rotated by -90° about the x axis, because OpenGL has its y axis upwards and its z axis towards. (All this said w.r.t. the standard camera orientation.) Right so far?

If so, then you have to apply an additional rotation about the x axis with 90°, of course. This makes a matrix like this
[ 1  0  0  0 ]
[ 0 0 1 0 ]
[ 0 -1 0 0 ]
[ 0 0 0 1 ]
if I made no error ;) IMHO you should apply this matrix during import directly on the vertices.


EDIT:
Quote:
Original post by giugio
sorry , but i can't draw the axis ,positive X to the right, positive Y into the distance, and positive Z up)
Err, was this little post already there when I formulated the above answer? (rolleyes) Sorry, but I've managed it to overlook that hint. Tststs.



[Edited by - haegarr on March 8, 2010 1:56:08 AM]

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