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transformation matrices #124673
04/17/07 17:31
04/17/07 17:31
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline OP
Member
Dyc  Offline OP
Member

Joined: Oct 2002
Posts: 254
UK, London
Could you please consider implementing SetMatrix and GetMatrix methods for entities as Euler angles are very problematic in many situations? I tried converting between the two but the results are usually unpredictable. This would make life so much easier.

Re: transformation matrices [Re: Dyc] #124674
04/19/07 23:05
04/19/07 23:05
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline OP
Member
Dyc  Offline OP
Member

Joined: Oct 2002
Posts: 254
UK, London
Sorry to bump this one so quickly. I’ve just read in the manual that
“Don't change entity angles more than once per frame. This could otherwise cause problems with intermediate rotations because Euler angles are internally converted to a rotation matrix resp. a quaternion.” Could this rotation matrix be accessed externally?

Re: transformation matrices [Re: Dyc] #124675
04/23/07 06:04
04/23/07 06:04
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Yes, it could theoretically - you can access it in a shader. But outside the direct rendering node the matrix can change anytime, and it's also used for collision detection, so accessing the matrix would create unwanted side effects.

Re: transformation matrices [Re: jcl] #124676
04/23/07 23:47
04/23/07 23:47
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline OP
Member
Dyc  Offline OP
Member

Joined: Oct 2002
Posts: 254
UK, London
Thanks for that. I’m actually able to read the matWorld matrix for a given entity by setting an event and using the ENABLE_RENDER flag, however it doesn’t work the other way round ie: setting the matrix. Is there a way to write to that matrix or is it read only?

Re: transformation matrices [Re: Dyc] #124677
04/29/07 23:01
04/29/07 23:01
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
You can copy your matrix in the shader,change the new one and use it to transform the vertices.


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