Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (612)
Games in Android Showcase (173)
games submitted by our members
Games in WIP (659)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Rotation matrices  (Read 1986 times)
0 Members and 1 Guest are viewing this topic.
Offline Porlus

Junior Devvie

« Posted 2013-04-04 03:01:36 »

Hi all, I'm trying to get my head the algorithm for rotating around an arbitrary axis like that produced by glRotate. By the algorithm I mean the one under the "Description" header in this article:
More importantly I want to understand how it's derived. Does anyone happen to know any good learning resources or books which explain this well? Smiley


Offline kramin42
« Reply #1 - Posted 2013-04-04 03:22:45 »

This Wikipedia page might help, although it doesn't really have the derivation:

I believe the matrix under the "Rotation matrix from axis and angle" heading is the same as the glRotate one.

Also this page has a derivation (it is quite terse though and doesn't explain everything):

I don't know of any textbook in particular, but a linear algebra textbook might have the derivation.

"All science is either physics or stamp collecting." - Ernest Rutherford.
Offline Porlus

Junior Devvie

« Reply #2 - Posted 2013-04-04 03:46:49 »

Cheers for the reply. Smiley Yeah, I've found a few definitions through google but it's harder to find an explanation of the underlying maths. It's got such a broad definition that it's quite hard to find a clear relevant explanation.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kramin42
« Reply #3 - Posted 2013-04-04 04:18:12 »

Have you done much linear algebra before? Do you understand how Txz and Tz are found in that second link I posted? I might be able to explain things a bit more...

"All science is either physics or stamp collecting." - Ernest Rutherford.
Offline Roquen
« Reply #4 - Posted 2013-04-04 04:20:44 »

All you need to know is: parallel projection (aka dot product).  You parallel project a point into three orthogonal've rotated.  Put those three steps into a matrix...done.
Offline relminator
« Reply #5 - Posted 2013-04-05 15:37:06 »
Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

Coldstream24 (5 views)
2015-09-03 00:41:28

Andrew_3ds (22 views)
2015-09-01 19:08:10

afikri (15 views)
2015-08-31 09:30:22

afikri (23 views)
2015-08-31 09:30:07

afikri (11 views)
2015-08-31 09:27:24

afikri (15 views)
2015-08-31 09:26:40

Roquen (21 views)
2015-08-29 11:30:54

GamerC4 (33 views)
2015-08-22 20:38:50

GamerC4 (29 views)
2015-08-22 20:37:18

GamerC4 (35 views)
2015-08-22 20:37:01
HotSpot Options
by Roquen
2015-08-29 11:33:11

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36

How Do I Expand My Game?
by bashfrog
2015-06-14 11:34:43

List of Learning Resources
by PocketCrafter7
2015-05-31 05:37:30 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!