home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!haven.umd.edu!darwin.sura.net!gatech!uflorida!maple.circa.ufl.edu!LIONESS
- From: lioness@maple.circa.ufl.edu
- Newsgroups: comp.graphics
- Subject: Filling in 3d rotation matrix
- Message-ID: <38381@uflorida.cis.ufl.edu>
- Date: 25 Jan 93 16:36:33 GMT
- Sender: news@uflorida.cis.ufl.edu
- Reply-To: lioness@maple.circa.ufl.edu
- Organization: Center for Instructional and Research Computing Activities
- Lines: 18
- Nntp-Posting-Host: maple.circa.ufl.edu
-
-
- I am trying to determine a rotation matrix for an arbitrary 3d rotation. What
- is the easiest method of accomplishing this given:
-
- absolute vector forward
- absolute vector up
- absolute vector right
-
- I have an object's rotation/translation matrix ( relative to the world ) against
- which I apply vectors 0,0,1 ; 0,1,0 ; and 1,0,0 to determine the above absolute
- vectors. I then translate them so they are relative to the origin by
- subtracting the object's translation, and finally I normalize them. So, what
- can I do with them that is efficient to generate a rotation matrix
- ( specifically a camera rotation matrix ).
-
- Thanks,
-
- Brian
-