### Author Topic: X_MULTMATRIX  (Read 4034 times)

#### Hemlos

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##### X_MULTMATRIX
« on: 2006-Nov-06 »
Code: (glbasic) [Select]
`DIM mat[16]mat[0..3] = forward (local x-axis) (x,y,z,0)mat[4..7] = local up (x,y,z,0)mat[8..11]=local right (x,y,z,0)mat[12..16]=translation (offset) from origin (x,y,z,1)X_MULTMATRIX mat[]`If you want to use X_ROTATION and stuff, too - use the X_PUSHMATRIX before X_MULTMATRIX.

*quoted from gernot*

Quote
Note from Hemlos:
Im currently working with this new command and will update this in more detail as i get more information.
Volume_of_Earth(km^3) = 4/3*3.14*POW(6371.392896,3)

#### Kitty Hello

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##### X_MULTMATRIX
« Reply #1 on: 2006-Nov-06 »
Create rotation/translation matrix:
Code: (glbasic) [Select]
`// Roll, Pitch, Yaw, TranslateFUNCTION BuildMatrix: ry, rz, rx, x, y, z, M[]LOCAL sa,sb,sc, ca,cb,ccLOCAL sacb, cacb DIM M[16]//LOCAL a[], B[], C[]// NewtonRollMatrix (rx, a[])// NewtonPitchMatrix(ry, B[])// NewtonMultMatrix(a[], B[], C[])// NewtonYawMatrix  (rz, a[])// NewtonMultMatrix(a[], C[], M[])// M[12]= x// M[13]= y// M[14]= z    ca       = COS(-ry);    sa       = SIN(-ry);    sb       = COS(rz);    cb       = SIN(rz);    cc       = COS(-rx);    sc       = SIN(-rx); sacb=sa*cb cacb=ca*cb    M[0]  =   sb * cc;    M[1]  =  -sb * sc;    M[2]  =  -cb;    M[4]  = -sacb * cc + ca * sc;    M[5]  =  sacb * sc + ca * cc;    M[6]  =  -sa * sb;    M[8]  =  cacb * cc + sa * sc;    M[9]  = -cacb * sc + sa * cc;    M[10] =   ca * sb; M[12]= x M[13]= y M[14]= z    M[15]= 1;ENDFUNCTION`

#### Hemlos

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##### X_MULTMATRIX
« Reply #2 on: 2006-Nov-07 »
interesting, and doesnt gimbal lock..but it rotates like x_rotation still, minus the gimbal..

This method works with 2 axes that are fixed to the world and one to the object.
Volume_of_Earth(km^3) = 4/3*3.14*POW(6371.392896,3)