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hello, what does D3DXMatrixAffineTransformatin() do?
hiya,
it''s from one of the camera class that i''m using. Thanks!
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http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
Taken from the DirectX documentation (which comes with the SDK, remember you have this thing):
The D3DXMatrixAffineTransformation function calculates the affine transformation matrix with the following formula: Ms * Mrc-1 * Mr * Mrc * Mt, where Ms is the scaling matrix, Mrc is the center of rotation matrix, Mr is the rotation matrix, and Mt is the translation matrix.
It''s just a type of matrix which contains all of those transformations in one matrix.
-SirKnight
The D3DXMatrixAffineTransformation function calculates the affine transformation matrix with the following formula: Ms * Mrc-1 * Mr * Mrc * Mt, where Ms is the scaling matrix, Mrc is the center of rotation matrix, Mr is the rotation matrix, and Mt is the translation matrix.
It''s just a type of matrix which contains all of those transformations in one matrix.
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-SirKnight
plz, explain more from that definition,
thanks,
thanks,
http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
If you analyze what SirKnight said, its obvious that affine transforms do scale, translation, and rotation operations.
Why don`t you look up affine trasnformation math theory ?
If you know the theory you can understand the code.
~V'lion
Bugle4d
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[edited by - Vlion on October 7, 2002 10:50:19 PM]
Why don`t you look up affine trasnformation math theory ?
If you know the theory you can understand the code.
~V'lion
Bugle4d
[edit]general text editing.
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[edited by - Vlion on October 7, 2002 10:50:19 PM]
~V'lionBugle4d
If my memory did not fail me, i believe there are some optimization in affine matrix calculations due to the nature of affine matrix set. This meant that it does not need to perform a full 3X3 matrix multiplication to combined the scaling and rotation effects. I do not have the details but hopefully u can find out what these optimizations are in some math primer or something. But i think its pointless since DX is already doing it for you. Nevertheless, its good to have some idea
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