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	<title>Comments on: Understanding Papervision3D: Matrix3D</title>
	<atom:link href="http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/feed/" rel="self" type="application/rss+xml" />
	<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/</link>
	<description>Papervision3D, ActionScript, and Flex examples and tutorials by John Lindquist</description>
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		<item>
		<title>By: Livein80</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-34427</link>
		<dc:creator>Livein80</dc:creator>
		<pubDate>Wed, 13 Apr 2011 14:36:31 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-34427</guid>
		<description>It`s very good ,thanks</description>
		<content:encoded><![CDATA[<p>It`s very good ,thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kimpai</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-32705</link>
		<dc:creator>kimpai</dc:creator>
		<pubDate>Thu, 18 Mar 2010 20:14:02 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-32705</guid>
		<description>hello, I&#039;m trying to learn a little more about the matrix3D. Anybody know a way to know which side of the cube is facing the camera, through the matrix3D (like front, top, left....). I&#039;ve seen this solution: &lt;a href=&quot;http://forum.papervision3d.org/viewtopic.php?f=14&amp;t=1308&amp;start=0&quot; rel=&quot;nofollow&quot;&gt;http://forum.papervision3d.org/viewtopic.php?f=14&amp;t=1308&amp;start=0&lt;/a&gt; but only works when the face is aligned with the axis and does not work when the faces have a different rotation despite being facing the camera. help?? Someone??</description>
		<content:encoded><![CDATA[<p>hello, I&#39;m trying to learn a little more about the matrix3D. Anybody know a way to know which side of the cube is facing the camera, through the matrix3D (like front, top, left&#8230;.). I&#39;ve seen this solution: <a href="http://forum.papervision3d.org/viewtopic.php?f=14&amp;t=1308&amp;start=0" rel="nofollow">http://forum.papervision3d.org/viewtopic.php?f=14&amp;t=1308&amp;start=0</a> but only works when the face is aligned with the axis and does not work when the faces have a different rotation despite being facing the camera. help?? Someone??</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kimpai</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-20056</link>
		<dc:creator>kimpai</dc:creator>
		<pubDate>Thu, 18 Mar 2010 13:14:02 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-20056</guid>
		<description>hello, I&#039;m trying to learn a little more about the matrix3D. Anybody know a way to know which side of the cube is facing the camera, through the matrix3D (like front, top, left....). I&#039;ve seen this solution: &lt;a href=&quot;http://forum.papervision3d.org/viewtopic.php?f=14&amp;t=1308&amp;start=0&quot; rel=&quot;nofollow&quot;&gt;http://forum.papervision3d.org/viewtopic.php?f=...&lt;/a&gt; but only works when the face is aligned with the axis and does not work when the faces have a different rotation despite being facing the camera. help?? Someone??</description>
		<content:encoded><![CDATA[<p>hello, I&#39;m trying to learn a little more about the matrix3D. Anybody know a way to know which side of the cube is facing the camera, through the matrix3D (like front, top, left&#8230;.). I&#39;ve seen this solution: <a href="http://forum.papervision3d.org/viewtopic.php?f=14&#038;t=1308&#038;start=0" rel="nofollow"></a><a href="http://forum.papervision3d.org/viewtopic.php?f=.." rel="nofollow">http://forum.papervision3d.org/viewtopic.php?f=..</a>. but only works when the face is aligned with the axis and does not work when the faces have a different rotation despite being facing the camera. help?? Someone??</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Damien MIRAS</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-12982</link>
		<dc:creator>Damien MIRAS</dc:creator>
		<pubDate>Fri, 20 Nov 2009 13:55:06 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-12982</guid>
		<description>To achieve that :

create a basicRenderView
add a cube to the root displayObject3D

the displayObject3D as a public transform matrix as member

displayObject3D.transform

if you modify the matrix, the object will be transformed moved or scaled, rotate etc.

A matrix3D is a composition of 1 matrix and 2 vector.

a matrix 3D for scale and rotation :

transform.n11 transform.n21 transform.n31
transform.n12 transform.n22 transform.n32
transform.n13 transform.n23 transform.n33

for n12 mean nXY coordinate of row and columns

look at that matrix whe can whrite that

X 0 0
0 Y 0
0 0 Z

changing X Y or Z will scale your transform matrix. When papervision will render one frame
the obejct will be scale (transform by scale)

if you want rotate arround X (roll) you will change your matrix like that :

1	0	0
0	cosA	sin-A
0	sinA	cosA 

because to roll arround X the X vector must remain unchanged
and the X and Y must be moved (origin unchanged but and position moved)

 

rotate arround Y
cosA	0	sinA
0	1	0
sin-A	0	cosA


rotate arround Z
cosA	sin-A	0
sinA	cosA 	0
0	0	1



the matrix3D use 2 vector in addition :

X 0 0 tX
0 Y 0 tY
0 0 Z tZ
X Y Z ?


tX, tY, tZ are used for translation
X Y Z are the coordinates
? is replaced by 1, but in fact isn&#039;t used (I think)
in papervision the complete transform  matrix3D is ordered like that

transform.n11 transform.n21 transform.n31 transform.n41
transform.n12 transform.n22 transform.n32 transform.n42
transform.n13 transform.n23 transform.n33 transform.n43
transform.n14 transform.n24 transform.n34 transform.n44


You have to map cursors on the transform matrix and you can map tweener.
BUT I think this demo use quaternion to avoid Euler gimbal lock
http://en.wikipedia.org/wiki/Gimbal_lock
Quaternion is another problem but if you don&#039;t use thems X, Y and Z can lock.

Thx John for your demo. It has help me to understand Matrix and transformation matrix
and the render pipe of papervision. The response may contain errors or imprecisions,
in such case feel free to correct it.


gamedev
http://www.gamedev.net/reference/articles/article695.asp
http://www.gamedev.net/reference/list.asp?categoryid=259
Mathematic matrix :
http://en.wikipedia.org/wiki/Matrix_(mathematics)</description>
		<content:encoded><![CDATA[<p>To achieve that :</p>
<p>create a basicRenderView<br />
add a cube to the root displayObject3D</p>
<p>the displayObject3D as a public transform matrix as member</p>
<p>displayObject3D.transform</p>
<p>if you modify the matrix, the object will be transformed moved or scaled, rotate etc.</p>
<p>A matrix3D is a composition of 1 matrix and 2 vector.</p>
<p>a matrix 3D for scale and rotation :</p>
<p>transform.n11 transform.n21 transform.n31<br />
transform.n12 transform.n22 transform.n32<br />
transform.n13 transform.n23 transform.n33</p>
<p>for n12 mean nXY coordinate of row and columns</p>
<p>look at that matrix whe can whrite that</p>
<p>X 0 0<br />
0 Y 0<br />
0 0 Z</p>
<p>changing X Y or Z will scale your transform matrix. When papervision will render one frame<br />
the obejct will be scale (transform by scale)</p>
<p>if you want rotate arround X (roll) you will change your matrix like that :</p>
<p>1	0	0<br />
0	cosA	sin-A<br />
0	sinA	cosA </p>
<p>because to roll arround X the X vector must remain unchanged<br />
and the X and Y must be moved (origin unchanged but and position moved)</p>
<p>rotate arround Y<br />
cosA	0	sinA<br />
0	1	0<br />
sin-A	0	cosA</p>
<p>rotate arround Z<br />
cosA	sin-A	0<br />
sinA	cosA 	0<br />
0	0	1</p>
<p>the matrix3D use 2 vector in addition :</p>
<p>X 0 0 tX<br />
0 Y 0 tY<br />
0 0 Z tZ<br />
X Y Z ?</p>
<p>tX, tY, tZ are used for translation<br />
X Y Z are the coordinates<br />
? is replaced by 1, but in fact isn&#8217;t used (I think)<br />
in papervision the complete transform  matrix3D is ordered like that</p>
<p>transform.n11 transform.n21 transform.n31 transform.n41<br />
transform.n12 transform.n22 transform.n32 transform.n42<br />
transform.n13 transform.n23 transform.n33 transform.n43<br />
transform.n14 transform.n24 transform.n34 transform.n44</p>
<p>You have to map cursors on the transform matrix and you can map tweener.<br />
BUT I think this demo use quaternion to avoid Euler gimbal lock<br />
<a href="http://en.wikipedia.org/wiki/Gimbal_lock" rel="nofollow">http://en.wikipedia.org/wiki/Gimbal_lock</a><br />
Quaternion is another problem but if you don&#8217;t use thems X, Y and Z can lock.</p>
<p>Thx John for your demo. It has help me to understand Matrix and transformation matrix<br />
and the render pipe of papervision. The response may contain errors or imprecisions,<br />
in such case feel free to correct it.</p>
<p>gamedev<br />
<a href="http://www.gamedev.net/reference/articles/article695.asp" rel="nofollow">http://www.gamedev.net/reference/articles/article695.asp</a><br />
<a href="http://www.gamedev.net/reference/list.asp?categoryid=259" rel="nofollow">http://www.gamedev.net/reference/list.asp?categoryid=259</a><br />
Mathematic matrix :<br />
<a href="http://en.wikipedia.org/wiki/Matrix_(mathematics)" rel="nofollow">http://en.wikipedia.org/wiki/Matrix_(mathematics)</a></p>
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	</item>
	<item>
		<title>By: Dan</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-10381</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Wed, 14 Oct 2009 11:43:43 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-10381</guid>
		<description>Would you happen to know how to construct a z-up matrix using a papervision y-up one?</description>
		<content:encoded><![CDATA[<p>Would you happen to know how to construct a z-up matrix using a papervision y-up one?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Casey</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-674</link>
		<dc:creator>Casey</dc:creator>
		<pubDate>Wed, 18 Feb 2009 00:04:02 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-674</guid>
		<description>why no source? can you post the source for this?
I love digging arround in the code - it&#039;s how I learn best, and I would like to see how you integrated a BasicView into a Flex &quot;Application&quot;</description>
		<content:encoded><![CDATA[<p>why no source? can you post the source for this?<br />
I love digging arround in the code &#8211; it&#8217;s how I learn best, and I would like to see how you integrated a BasicView into a Flex &#8220;Application&#8221;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: sliz</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-387</link>
		<dc:creator>sliz</dc:creator>
		<pubDate>Mon, 12 Jan 2009 02:32:48 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-387</guid>
		<description>so good!</description>
		<content:encoded><![CDATA[<p>so good!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Marcus Booster</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-46</link>
		<dc:creator>Marcus Booster</dc:creator>
		<pubDate>Tue, 25 Nov 2008 04:07:11 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-46</guid>
		<description>This is great, thanks!</description>
		<content:encoded><![CDATA[<p>This is great, thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: zhaohongri</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-45</link>
		<dc:creator>zhaohongri</dc:creator>
		<pubDate>Tue, 25 Nov 2008 02:54:14 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-45</guid>
		<description>thanks a lot,:)

your son is very loveliness</description>
		<content:encoded><![CDATA[<p>thanks a lot,:)</p>
<p>your son is very loveliness</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John Lindquist</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/comment-page-1/#comment-44</link>
		<dc:creator>John Lindquist</dc:creator>
		<pubDate>Tue, 25 Nov 2008 02:45:55 +0000</pubDate>
		<guid isPermaLink="false">http://pv3d.org/?p=82#comment-44</guid>
		<description>I saw your request in the requests section. Be patient.</description>
		<content:encoded><![CDATA[<p>I saw your request in the requests section. Be patient.</p>
]]></content:encoded>
	</item>
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