Re: LANG: VRML Transforms (fwd)

Michael Pichler ([email protected])
Mon, 9 Oct 1995 11:37:51 +0100


>>>>> "C" == Colin Dooley <[email protected]> writes:
C> At 10:32 6/10/95 -0700, you wrote:
C> The only way to do multiple transformations which makes any sense is:
C> 1) Scale
C> 2) Rotate
C> 3) Translate
C> Anything else will probably cause confusion at some point.
>> The order specified above is NOT the only way that makes sense. What makes
>> sense at any given time depends on what you are trying to achieve. In fact,
>> enforcing an ordering like that above makes it more difficult to achieve
>> certain arrangments of objects. In any case, that is not the issue.

C> If you want to do something fancy, why don't you just put the whole
C> transformation matrix in with a matrixTransform node :)

Because an "odd" sequence of Translate/Rotate/Scale is still easier to
create and esad for humans then an arbitrary 4x4 matrix :)

C> The Translate-Rotate-Scale nodes are just for simple positioning of objects
C> in a world, and I still say that:
C> [vertex] x [scale] x [rotate] x [translate]
C> (where vertex is a homogeneous coordinate, and the rest are 4x4 matrices)
C> is the only sensible way to do this.

Yes for simple transformations, covering about 90% of usual models.
And the order in which it appears in the VRML file is a natural way of
specifying it: you first define the object's position, then the
orientation there, and finally the scaling in the local coordinates.

C> Think of somebody trying to add an object to a world using a text editor,
C> any other way of doing things is going to confuse the hell out of him...
C> Colin

So just put a notice "Transformations are applied in reverse order
appearing in the file." and giving an example that does Translate,
Rotation, Scale should be fine to all, *without* limiting the set of
operations that can be done with these nodes.

Michael


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