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> Nicolas Alvarez <nic### [at] gmail is the best com> wrote:
>> sphere.translate[0]="<5,0,0>"
>
>> I think it's a bad idea to allow changing individual transformation
>> statements after the object has been created.
>
> There's no such a thing as a "translate" element in a sphere (or in
> any other object for that matter). Thus it would make no sense to have
> such an element in the sphere object of the new SDL either.
>
> What should exist is a *function* (member or not) which applies the
> translation to the sphere (which is a different thing). Calling this
> function will, naturally apply the subsequent translations properly
> (as well as other transformations).
>
> (In general all transformations are internally collected into a
> 4x4 transformation matrix, except when the transformation can be
> optimized away by eg. transforming the center point of the sphere
> only. However, there exists no "translate" member variable in the
> sphere object or any other object.)
>
Yep, that was my point. Transforming the object further should *of
course* be allowed (complex CSG would become fairly impossible without
that!), but having all individual transformation "items" stored in an
array and being modifiable seems like a bad idea.
That was what Patrick Elliot said, and I was replying to:
> And you want to adjust the "first" rotation.
>
> body.arm.rotate(0)="<5,0,0>"
>
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