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daedalic

Question about D3DXVec3TransformCoord

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daedalic    104
We are trying to replace this direct x method with our own method. We tried just multiplying a matrix by a vector and got some very different results. What is this method doing that's different from simple multiplication?

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Aqua Costa    3691
[font="Arial"][size="2"]When you multiply a 3D vector and a matrix the result is a 4D vector with w != 1. On the other hand [/size][/font][font="Arial"][size="2"]D3DXVec3TransformCoord returns a 3D vector, which is a 4D vector projected back to w = 1.[/size][/font]

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daedalic    104
Here's an example of a transform matrix we are using:

0 0 -1 0
1 0 0 0
0 -1 0 0
0 0 0 1

When we multiply this matrix by the unit vector: (0, 0, 1) using D3DXVecTransformCoord, we get (0, -1, 0) as a result. However, when we use our multiplication method we get (-1, 0, 0) as a result.

Here's our multiplication method: It ignores the 4th dimension since it shouldn't be needed for our purposes... as you can see, the transform matrix is equal to the identity matrix in the 4th dimensional positions.

[code]
INLINE Vector3D
Matrix::operator* (const Vector3D vector)
{
return Vector3D (m11 * vector.x + m12 * vector.y + m13 * vector.z,
m21 * vector.x + m22 * vector.y + m23 * vector.z,
m31 * vector.x + m32 * vector.y + m33 * vector.z);
}
[/code]

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Buckeye    10747
It appears you should be multiplying the row vector by the matrix columns, rather than the other way 'round. I.e.,

m11*x + m21*y + m31*z = 0

m12*x + m22*y + m32*z = -1

m13*x + m23*y + m33*z = 0

Also, if you're going to "ignore" the 4th elements, then you should be using/comparing-to D3DXTransformNormal.

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