What's the math behind CMatrix4::transformVect(vector3df)
Posted: Fri Dec 10, 2010 12:08 pm
Dear all,
first of all let me apologise if I'm not posting on the proper forum section (obviously, in case feel free to move my post).
As a poor computer scientist lacking a serious background in math/geometry, I'm wondering what's the math behind the transformVect function. Whenever I've experienced the need of moving an object across a 3D space I've always relied on code similar to the one posted below:
But what sort of operations the m.transformVect(vel) instruction applies on the vel matrix? I looked across the Irrlicht sources, but couldn't find where that function is implemented. Furthermore, as far as you know there is a simple way to express in a mathematical way these operations (I'm writing a paper right now and I'd like to express in mathematically correct terms what happen when I use a function such the one posted above)?
Thanks all for your attention!
first of all let me apologise if I'm not posting on the proper forum section (obviously, in case feel free to move my post).
As a poor computer scientist lacking a serious background in math/geometry, I'm wondering what's the math behind the transformVect function. Whenever I've experienced the need of moving an object across a 3D space I've always relied on code similar to the one posted below:
Code: Select all
vel = vector3df(0.0f, 0.0f, distance);
m.setRotationDegrees(currentRotation);
m.transformVect(vel);
coordinates += vel;
Thanks all for your attention!