[Papervision3D] Matrix to Rotation
John Brookes
jbpv3d at googlemail.com
Wed Apr 1 09:06:50 PST 2009
Think it has to go through a render before the matrix is updated, not sure.
but..
To get the rotations from a matrix.
var rot:Number3D = Matrix3D.matrix2euler(plane.transform);
trace("Euler rotation "+rot);
wish there was a forum
http://forum.papervision3d.org
2009/4/1 Pablo Lemos <pablo at cabanacriacao.com>
> Hi List,
>
> I am studying the core PPV3D code and trying to understand some things.
> My question now is: How PPV3D gets a Matrix and, from it, generates
> something like rotationX.
>
> I mean:
> A Matrix like that should result all rotations 0:
> 1 0 0 0
> 0 1 0 0
> 0 0 1 0
> 0 0 0 1
>
> But how can I get a Matrix like this below and get the resultant rotationX
> ?
>
> -0.979 -0.184 0.084 158.493
> -0.185 0.982 -0.006 127.192
> -0.082 -0.021 -0.996 744.922
> 0 0 0 1
>
>
> I´ve got these matrixes tracing (someDO3D.transform);
>
> Thanks in advance,
>
> Pablo Cabana
> (21) 9338-0388
> Cabana Criação
> (21) 2707-7020
> www.cabanacriacao.com
> Visite também o Cabanoblog:
> www.cabanacriacao.com/blog
>
> _______________________________________________
> Papervision3D mailing list
> Papervision3D at osflash.org
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://osflash.org/pipermail/papervision3d_osflash.org/attachments/20090401/35fee513/attachment.html>
More information about the Papervision3D
mailing list