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From: Jon Watte <hplus@mi...>  20040113 17:22:03

> A maths/dynamics question really for anyone who has tried doing > rigid body dynamics in a left handed world. I'm wondering what or > if there is a "usual" way to treat vector xproducts / Coriolis / > and so on in a left handed coordinate system. Math is handedless. X cross Y equals Z in RH and LH systems. Z, rotated +90 degrees about Y, yields X in RH and LH systems. The two worlds are the same; they're just mirrored. As long as you always use a consistent convention, the numbers are all the same. Note that the "change triangle winding" rule to do backface culling in LH vs RH come from "consistent convention": In a RH system, counterclockwise is the same as RH spin around the angle going out of the screen; in a LH system, positive spin around the outthescreen axis is clockwise. As long as you're careful about putting numbers in, and taking numbers out, using a consistent coordinate system, you'll be OK. This is no different from, say, matching units of force to units of mass, except it's a rather binary unit :) Cheers, / h+ 
From: Tom Forsyth <tom.forsyth@bl...>  20040113 17:08:46

None of those change at all, except (1), where it will of course be "clockwise". Physics doesn't know or care what handedness your coordinate system is (except for a few funky little quantum effects). The only reasons "anticlockwise" changes to "clockwise" is because our definition of those terms does not change with the handedness. If you instead talked about "the spin along the z axis from +ve x towards +ve y", then again, nothing changes. TomF. > Original Message > From: gdalgorithmslistadmin@... > [mailto:gdalgorithmslistadmin@...] On > Behalf Of Bob Dowland > Sent: 13 January 2004 16:39 > To: gdalgorithmslist@... > Subject: [Algorithms] dynamics in lefthanded coordinate frames > > > A maths/dynamics question really for anyone who has tried > doing rigid body dynamics in a left handed world. I'm > wondering what or if there is a "usual" way to treat vector > xproducts / Coriolis / and so on in a left handed coordinate system. > > For eg., in no particluar order, a RHS has: > > 1 angles increase anticlockwise > > 2 e_i x e_j = e_k, for (i,j,k) any +ve perm of (1,2,3) > and e_i,j,k the usual unit direction vectors > > 3 Rdot = (omega*)R, ie epsilon_ijk.omega_j (R the > orientation of the body frame, omega the angular velocity > vector, epsilon_ijk the alternating tensor) > > 4 xdot_world = xdot_body + Cross(omega, x  cm_body) > > What happens to these in a LHS system to cope with > computation of angular quantities? > > Bob. 
From: Bob Dowland <Bob.D<owland@bl...>  20040113 16:39:15

A maths/dynamics question really for anyone who has tried doing rigid = body dynamics in a left handed world. I'm wondering what or if there is = a "usual" way to treat vector xproducts / Coriolis / and so on in a = left handed coordinate system. For eg., in no particluar order, a RHS has: 1 angles increase anticlockwise 2 e_i x e_j =3D e_k, for (i,j,k) any +ve perm of (1,2,3) and e_i,j,k the = usual unit direction vectors 3 Rdot =3D (omega*)R, ie epsilon_ijk.omega_j (R the orientation of the = body frame, omega the angular velocity vector, epsilon_ijk the = alternating tensor) 4 xdot_world =3D xdot_body + Cross(omega, x  cm_body) What happens to these in a LHS system to cope with computation of = angular quantities? Bob. ********************************************************************** The information contained in this email and its attachments is confidential. It is intended only for the named addressees=20 and may not be disclosed to anyone else without consent from Blue 52 Limited. Blue 52 gives no warranty that this email=20 message (including any attachments to it) is free of any virus=20 or other harmful matter and accepts no responsibility for any=20 loss or damage resulting from the recipient receiving, opening or using it.=20 ********************************************************************** 
From: Pallister, Kim <kim.pallister@in...>  20040113 16:23:55

> Original Message > From: gdalgorithmslistadmin@...=20 > [mailto:gdalgorithmslistadmin@...] On=20 > Behalf Of Paul_Firth@... > Sent: Monday, January 05, 2004 1:39 AM > To: gdalgorithmslist@... > Subject: RE: [Algorithms] paraboloid dynamic reflections >=20 > >I did something like this a long time ago for a gamasutra article > > (search the site for an article on rendering to texture=20 > surfaces). You > > can just make a really wide view frustum to do it. You get a lot of > > distortion toward the edges, but you could use another term=20 > to 'fade' > > the edges out. >=20 > I saw that article actually, but I was suspicious because it wasn't=20 > capturing the > entire 360 degrees. Were there any problems with objects not=20 > quite being=20 > in > the right places in the reflection? Yeah, it wasn't correct, but for a lot of cases it would be good enough. For say, env maps on cars or such. KP 
From: J C Lawrence <claw@ka...>  20040113 01:04:29

On Mon, 12 Jan 2004 13:57:39 0500 Thatcher Ulrich <tu@...> wrote: > On Jan 12, 2004 at 10:37 0800, Jon Watte wrote: > Interesting... it sounds like there are some opportunities there for > hackers/cheaters to spoof server packets. Precisely. This is why the better/morerigorous NAT boxes break the technique as they check for as much of the 5 tuple as they can determine.  J C Lawrence (*) Satan, oscillate my metallic sonatas. claw@... He lived as a devil, eh? http://www.kanga.nu/~claw/ Evil is a name of a foeman, as I live. 