Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Pivots Date: 13 Nov 1997 15:04:39 -0000 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 50 Sender: news@chuka.playstation.co.uk Message-ID: <64f4u7$sr11@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk To: Lewis Evans cc: From: news @ playstation.co.uk Subject: Re: Pivots:scee.yaroze.programming.3d_graphics From: "Provenzano Stefano" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Pivots X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Lewis_Evans@Playstation.sony.com ha scritto nel messaggio <64btcs$qkv1@emeka.playstation.co.uk>... > > >Hi all, >I have a question about the rotations in 3D. >Can the psx handle the pivots for the 3D model's rotations? > >-- By pivots, do you mean rotation around internal axes of a model, those >axes being defined >by pairs of vertices? Or the points where models are attached to each >other? I mean the rotation center of the model. The point where I apply the rotation on the model. Is this a fix point or I can place it on the model where I would? Basically, the inherent rotation is always around the centre of the object. However, there's a simple method to achieve rotation about any point in object space; suppose the vector from the object centre to the point of rotation is v1 in object coordinate space: firstly translate a matrix by this vector, then perform the rotation (which is now occurring around your new point), then translate back by the vector v1. Lewis