Object to world coordinates - need a dummy guide
by Thomas \"Man of Ice\" Lund · in Torque Game Engine · 03/28/2004 (11:25 am) · 2 replies
My last attempt at understanding matrix math was at university 13-14 years ago, and I am now faced with a challenge of re-learning lost knowledge as well as understanding Torque.
I hope some fantastic helpiful person out there can take pity on me and guide me through this problem. Once done it will stick and I can work from there on my own.
What I need is a small dumb example of how to convert from object space to world coordinates using Torque.
Problem:
My player sits in 0,0,0 and is facing in direction 0,1,0 in object space
I want to place a camera object in 0,-2,2 (behind and up) from the player, facing in the same direction
The rotation/direction part is trivial. In object space its also trivial to get the coordinates for the camera.
But how do I practically use Torque to convert my 0,-2,2 position into world space?
If I remember correctly from old times @ uni, I need some transformation matrix that I multiply (how? is there an easy method for this?) with my position and it spits out my world coordinates. Right?
Please help, and I'll send you virtual beers!!
I hope some fantastic helpiful person out there can take pity on me and guide me through this problem. Once done it will stick and I can work from there on my own.
What I need is a small dumb example of how to convert from object space to world coordinates using Torque.
Problem:
My player sits in 0,0,0 and is facing in direction 0,1,0 in object space
I want to place a camera object in 0,-2,2 (behind and up) from the player, facing in the same direction
The rotation/direction part is trivial. In object space its also trivial to get the coordinates for the camera.
But how do I practically use Torque to convert my 0,-2,2 position into world space?
If I remember correctly from old times @ uni, I need some transformation matrix that I multiply (how? is there an easy method for this?) with my position and it spits out my world coordinates. Right?
Please help, and I'll send you virtual beers!!
#2
For others in the same situation here is how you do it:
Each object has their own coordinate system. In my example I got the 0,-2,2 point that I want to translate into world space for the player object.
So I do (non-compiling/complete code)
03/28/2004 (12:47 pm)
Thanks Ben - also for the Yahoo help.For others in the same situation here is how you do it:
Each object has their own coordinate system. In my example I got the 0,-2,2 point that I want to translate into world space for the player object.
So I do (non-compiling/complete code)
Point3f cameraPosObject(0,-2,2); Point3F cameraPosWorld; MatrixF objToWorld = playerObj->getRenderTransform(); objToWorld.mulP(cameraPosObject, &cameraPosWorld);
Associate Kyle Carter