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Zwingling

Implementing Collada Rotation

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I am currently writing a Collada Converter for our nearly GameEngine.

The render stuff works fine, but i don't now how to get the Rotation to run.

Here is a little example which holds the Translation - Rotations data.

<node id="Head">
<translate sid="location">-0.0473384 0.485328 -4.01547</translate>
<rotate sid="rotationZ">0 0 1 178.842</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 90</rotate>
<scale sid="scale">1 1.43789 1</scale>
<instance_geometry url="#Head-mesh">
</node>


I tried to use the quaternions from the xnamath lib but i don't know how to put RotX,RotY,RotZ + Translation to one World-Matrix?!?





MFG Zwingling

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