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Rotation first and then scaling the mesh?
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@bhartiya_varun

Posts: 27

NGLNewbie

Wed, Dec 5 2012


Hello..

I am trying to apply the following matrix on the mesh

1.414214 0.000000 0.707107 0.000000
0.000000 1.000000 0.000000 0.000000
-1.414214 0.000000 0.707107 0.000000
0.000000 0.000000 0.000000 1.000000

As such, I could not find an easy way to apply this matrix directly on the mesh,

So I extract, scale, rotation and translation separately. and use..
scaleToX:toY:toZ
rotateToX:toY:toZ
translateToX:toY:toZ

routines to apply this transformation..

The problem is i am unable to apply the rotation first and then scale the model..
The order of operation is always scale first and then rotate..

For example if I have a cube at origin, I rotate it by 45 along y and then scale it in x, the cube will get stretched, and the angles wont be exactly 90 degrees..

Rotation first and then scaling gives a different result and I am unable to achieve it with any combination...

Please help!!!





0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Fri, Dec 7 2012


In response to: @bhartiya_varun

Hello buddy,

There is a lot of manipulation methods in NinevehGL, you can use the relative methods, change the order of the rotation and in the end if nothing reaches your goal, you can make the rotation by your self using your own matrices or quaternions and pass the result to the NGLObject3D.
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@bhartiya_varun

Posts: 27

NGLNewbie

Thu, Dec 13 2012


In response to: @dineybomfim

Could you please guide me to an example code to apply 4x4 matrix using quaternions? I have been trying it out for quite sometime without any luck..
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