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In article <slr### [at] tealhhjpat>,
hjp### [at] SiKituwsracat (Peter J. Holzer) wrote:
> That doesn't take extra memory per object and is also cleaner from
> an OO point of view. The methods could compute their values from the
> transformation matrix for most objects.
Warp is right, matrices store many transforms in order, and there are
usually a very large or infinite number of possible
rotations/translations/scales to get to a specific point.
And what would the "object rotation" mean? The direction of the z axis
in degrees? I think you are thinking of the sum of all rotations, which
I don't think you can easily extract from a matrix which also stores
translations, scaling, and arbitrary matrix transforms. Just make the
matrix available, the user can override the rotate() methods to save
each rotation in a vector if they want.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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