Spline Question
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On 26/10/2011 at 05:59, xxxxxxxx wrote:
okay so if I want to use a different angle than 45 I simply do :
x = cos(angle) * 1
y = sin(angle) * 1to get my direction vector then perform the formula mentioned above?
thanks again guys
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/10/2011 at 06:05, xxxxxxxx wrote:
Howdy,
Yes, as long as you're restricting that to the XY plane.
Adios,
Cactus Dan -
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On 26/10/2011 at 06:12, xxxxxxxx wrote:
Howdy,
Or it might be easier for you to build a rotation matrix using HPBToMatrix() and then use the X axis component of that matrix, which should be normalized.
Edit:
Remember to rotate the X axis 45º and keep it on the XY plane, you'd rotate the matrix on the Z axis.
So, your HPB vector would be:Vector angle = Vector(0.0, 0.0, 0.707);
Adios,
Cactus Dan -
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On 26/10/2011 at 06:17, xxxxxxxx wrote:
so how does this change if I want to rotate a certain degree along any arbitrary axis? So if it wasn't restricted to the xy axis but any random 45 degree angle? thanks so much by the way. You are helping me a ton.. I have been studying trigonometry more lately but still need to lean more. Lol
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On 26/10/2011 at 14:29, xxxxxxxx wrote:
Okay how would I set the normal of the point to face in the direction of angle I gave.. So that I can get this effect...
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Ultimately I want to curve the spline, so I want to draw a point, then draw the next point a certain angle and distance away from the previous point, then draw the next point a certain distance and angle away from its previous point, etc.. So that I get a curve over the points. I want to do this manually..Thanks in advance. Shawn
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On 26/10/2011 at 15:00, xxxxxxxx wrote:
Howdy,
Well, as I suggested, using the HPBToMatrix() function is probably the easiest to understand. If you keep track of your previous matrix it will be simple to do this:
angleMatrix = previousMatrix * HPBToMatrix(angle); previousMatrix = angleMatrix;
A matrix times a rotation matrix will rotate that matrix by the amount of rotation in the rotation matrix. But also remember that matrix multiplication is not commutative. The rotation matrix must be on the right side of the existing matrix:
finalMatrix = existingMatrix * rotationMatrixAdios,
Cactus Dan -
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On 26/10/2011 at 15:06, xxxxxxxx wrote:
Thanks Dan.. I had just sent you an email before I saw this post so sorry for the double question.. Thanks
Shawn
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On 26/10/2011 at 15:24, xxxxxxxx wrote:
okay so after I make the Matrix do I set the point vector equal to
points = points + m.v3 * length
?
Here's what i am trying.. but it's not right,.,, lol
__Vector A = Vector(0.0, 0.0, Rad(angle)); //Vector dirV = Vector(x, y, z); Matrix m = HPBToMatrix(A, ROTATIONORDER_XYZGLOBAL); points[i] = lastpos + m.v3 * segSize;
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On 26/10/2011 at 15:31, xxxxxxxx wrote:
Howdy,
Maybe this file will help explain it:
http://www.cactus3d.com/RotationMatrix.zipAdios,
Cactus Dan -
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On 26/10/2011 at 16:34, xxxxxxxx wrote:
Yes that helps a lot thank you. Sorry I meant to reply quicker but then my mother skyped me HAHAHA.. Thanks Dan.
~Shawn