25 Nov 2015, 16:32
(This post was last modified: 27 Nov 2015, 22:52 by Flávio San.)
Hello Ketschak!
Your explanation is very good for me.
The theory of 4x4 matrix I already knew but is very useful remember it!
It's all very well understood on my part. I'll apply the rotation of each axis in each matrix and use the multiplication of the two matrix, but the problem still remains, but by half.
The SetRotationComponent by the Graph::Matrix T1(Matrix::IDENTITY) is performing it carrying the other axes together.
You are using
Try to use to see
The rotation in the Cube Matrix is ok!
Best Regards!
Your explanation is very good for me.
The theory of 4x4 matrix I already knew but is very useful remember it!
It's all very well understood on my part. I'll apply the rotation of each axis in each matrix and use the multiplication of the two matrix, but the problem still remains, but by half.
The SetRotationComponent by the Graph::Matrix T1(Matrix::IDENTITY) is performing it carrying the other axes together.
You are using
Graph::Matrix T1(Matrix::IDENTITY);
T1.SetRotationComponentY(Math::TWO_PI);
Try to use to see
T1.SetRotationComponentY(Math::HALF_PI);
The rotation in the Cube Matrix is ok!
Matrix& m = mCubeTransform->GetTransform();
m.SetRotationComponentX(angleX);
Best Regards!
✠ nnDnn ✠ The peace of Christ! ✠ nnDnn ✠