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What is happening here

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D3DXMATRIX w1 = bone->CombinedTransformationMatrix;
D3DXMATRIX w2 = parent->CombinedTransformationMatrix;
 
//Extract translation
D3DXVECTOR3 thisBone = D3DXVECTOR3(w1(3, 0), w1(3, 1), w1(3, 2));
D3DXVECTOR3 ParentBone = D3DXVECTOR3(w2(3, 0), w2(3, 1), w2(3, 2));
 
What does the author of my book mean by extract translation???

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A matrix generally has a rotation/scale part and a translation part. In DirectX the translation is in the 4th row, looks like the code pulls the translation part out of each matrix.

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