local coords ...
Blitz3D Forums/Blitz3D Programming/local coords ...
| ||
Hi, If I have an object consisting of one triangle and I rotate the object, is there a formula for extracting the local (x,y,z) coords for each of the vertices? If there is a command in Blitz3D for this that, unfortunately, won't be any use (it's for an exporter), I actually need a formula or, ideally, a piece of a code that will work this out. thanx, Mike |
| ||
surf = GetSurface(entity,1) v1 = TriangleVertex(surf,0,0) ; either that or (surf,1..) v2 = TriangleVertex(surf,0,1) ; I cant totally remember if v3 = TriangleVertex(surf,0,2) ; triangles start from 0 or 1 x = VertexX(surf,v1) y = VertexY(surf,v1) z = VertexZ(surf,v1) ; Repeat for v2 and v3 |
| ||
I don't know the math's off hand but I know that you probably need to be looking to applying matrix formula's to each vertex to transform it to local space. So you could do a search on that, I know there's been some talk about it around here somewhere :) |
| ||
If you need to transform the coordinates to global (world) coordinates, then:TFormPoint x,y,z, entity, 0 x = TFormedX() y = TFOrmedY() z = TFormedZ() |
| ||
Hem cyberseth: If there is a command in Blitz3D for this that, unfortunately, won't be any use |
| ||
It's all about the grammar interpretation! If there is a command in Blitz3D for this that, unfortunately, won't be any use (it's for an exporter), I actually need a formula or, ideally, a piece of a code that will work this out. I read it to mean that: If there isn't a command in Blitz for this that will be any use... Anyway, what is a function, if not an in-built formula? If it does the job then it does the job. If it doesn't do the job then I need to know why it doesn't do the job. Why be an Anti-Functionist? |
| ||
He said it's for an exporter, so I guess he needs the formula because the exporter will obviously be coded in another language. It makes sense to me. |
| ||
Also he wants the local coords (see above) ;) |