Rotations from matrix in Direct X
How can I get the X, Y, and Z rotations (radians, degrees, whatever) from a Transformation Matrix in DirectX 8? The matrix may be rotated on any or all of the axies (is that right?) and also may be translated an undefined length in any direction.
Help would be most appreciated! ^_^
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Blue*Omega
(Insert Witty Quote Here)
// Tojiart
What are you actually trying to do?
Rather than suck the rotation back out, I''d keep it around.
Magmai Kai Holmlor
- The disgruntled & disillusioned
Rather than suck the rotation back out, I''d keep it around.
Magmai Kai Holmlor
- The disgruntled & disillusioned
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
Well, I could do that, but I''m trying to make a more user friendly function. I''m making a 3D mouse (sort of like Black & White) and I want to have it move correctly if the scene rotates. I''m trying to get the rotation from the view matrix.
That help any?
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Blue*Omega
(Insert Witty Quote Here)
That help any?
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Blue*Omega
(Insert Witty Quote Here)
// Tojiart
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