Re: Re: [GD-Consoles] transforms
Brought to you by:
vexxed72
From: <ali...@nt...> - 2002-05-10 00:15:25
|
> From: "R & D (GameBrains)" <res...@ga...> > Excuse the follow-up question if it is naiive :-) but > without the angles, doesn't positioning code like physics > become problematic? It is easy to look at a car bouncing > off a guardrail and calculate a reflected angle and new > heading vector from an angle, but how would I go about > doing that with matrices only? A matrix specifies 4 vectors: position, direction (local Z axis), up (local Y), and left/right (local X). You can rotate a matrix about its "axes" by multiplying it with a rotation transformation matrix. Perspective transform is another simple matrix multiply. Almost everything else is just vector maths, no need to mess around with trig functions. alistair |