06-07-2004, 10:38 AM
Let's say I have would want a transformation matrix that looks like this:
Which I wan't to transform my world coordinates with. And I know the values of V1.
How would I go about getting V2(short of guessing). If I can get V2, V3 won't be a problem as I would only get the Cross-product between V1 and V2 as I need the three to be prependicular to each other much like the X,Y and Z axes.
Reasons why getting two is giving me problems.
1. Geometry would tell me that "There are infinite number of lines that can pass though a *single* Point" And considering another theorem would tell me: " The intersection of 2 lines is a POINT", the above problem is not mathematically correct since there could be an infinite number of perpendicular vectors from V1. :*(
2. Trig somehow would give me a workaround as there is no normal to a line/vector when in 3d space. A normal could only be defined from a plane. This again would give me problems trying to define the orientation of a plane that contains V1 and perpendicular to V2.
I case you're wondering, I'm making my own Lookat function which would eiminate all the rotation matrices off my engine. Therefore, making the engine very flexible. I have made a working Lookat function using a tute but need a better transformation matrix.
Anty links or articles is welcome. Thanks!!!!
Here's lil demo:
http://forum.qbasicnews.com/viewtopic.php?t=6193
Code:
[ v1.x v1.y v1.z ]
[ v2.x v2.y v2.z ]
[ v3.x v3.y v3.z ]
How would I go about getting V2(short of guessing). If I can get V2, V3 won't be a problem as I would only get the Cross-product between V1 and V2 as I need the three to be prependicular to each other much like the X,Y and Z axes.
Reasons why getting two is giving me problems.
1. Geometry would tell me that "There are infinite number of lines that can pass though a *single* Point" And considering another theorem would tell me: " The intersection of 2 lines is a POINT", the above problem is not mathematically correct since there could be an infinite number of perpendicular vectors from V1. :*(
2. Trig somehow would give me a workaround as there is no normal to a line/vector when in 3d space. A normal could only be defined from a plane. This again would give me problems trying to define the orientation of a plane that contains V1 and perpendicular to V2.
I case you're wondering, I'm making my own Lookat function which would eiminate all the rotation matrices off my engine. Therefore, making the engine very flexible. I have made a working Lookat function using a tute but need a better transformation matrix.
Anty links or articles is welcome. Thanks!!!!
Here's lil demo:
http://forum.qbasicnews.com/viewtopic.php?t=6193