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Awesome, thanks!
On 9/28/2018 12:27 AM, clipka wrote:
> Am 28.09.2018 um 03:27 schrieb Mike Horvath:
>> Two important questions I have (that may not be explained in the docs),
>> is how to convert a 3x3 rotation matrix to POV-Ray syntax, and how to
>> determine the inverse matrix?
>
> given a matrix
>
> / a b c \
> ( d e f )
> \ g h i /
>
> you have to specify either
>
> matrix < a, b, c,
> d, e, f,
> g, h, i,
> 0, 0, 0 >
>
> or
> matrix < a, d, g,
> b, e, h,
> c, f, i,
> 0, 0, 0 >
>
> The order depends on whether the original matrix is specified in
> "mathematical" or "computer graphics" style - they're mirrored along the
> diagonal. Can't remember which one POV-Ray uses.
>
> Determining the inverse /transformation/ is simple:
>
> #declare Foo = transform { matrix < ... > }
> #declare FooInv = transform { Foo inverse }
>
> Actually getting at the corresponding matrix is possible by applying the
> inverted transformation to the axis vectors.
>
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