Hi
I've searched this forum and found nothing mentioning the words "rotation matrix" so I have a question for TGC, and sorry if this has been covered before.
I've been playing around with a physics tutorial lately and I've come to the conclusion that the only way I can handle rotation is the silly and long-winded way.
What I know is that graphics engines use rotation matrices internally to speed up rotating the vertices of poly meshes for rendering (I'm assuming DBPro is no different). I've looked through the help files (I'm still using patch 5.4 since the online updating system causes me too much hassle to update every time a new patch comes along) and it looks like there is no way to transfer a rotation matrix directly onto an object or camera rather then passing the angles.
The reason I mention this is because being able to do that would greatly simplify my code and speed up my program. This is because the physics I'm using never uses angles of any kind, the closest it gets is the normals of a line in 3d space. So it makes it necessary to use a rotation matrix calculate the angles to use with the 'rotate object' and 'rotate camera' commands to make objects follow a rigid body correctly. The problem comes from the fact that the graphics system then goes from the angles back to the rotation matrix. If it was possible to just work out the rotation matrix and transfer that across to the objects and camera, it would help me a great deal.
Is this functionality something that has been considered for DBPro or is it already in one of the newer patches? A command like 'pass matrix to object rotation' and 'pass matrix to camera rotation' are what I'm thinking of, so once the command has been used, the data is moved and the matrix can be used for other things afterwards, so I don't need one matrix to every object.
Again, sorry if this has been covered before, it's just I couldn't find anything with the search.
Thanks
Avan
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