We should solve this internally in DO3D. Possible, but gonna take some time.
> I think it definitely comes down to what is easiest for the user. Eulers
> are simple to understand - and like you said - no one understands matrices
> just by looking at them until they have worked with them for a while and
> know what a sin is :P
> Using the rXYZ as setters is easy and works fine - its when they are updated
> by the matrix that the problem really occurs - some of the time.
> Personally, i feel that for most people most of the time, the euler
> implementation is the way to go. People use the euler angles for all sorts
> of stuff, and removing that real world ability of easily getting an
> understandable angle would be a bad choice. That said - they aren't perfect
> - but if someone has an application that runs into this problem, THEN they
> can start digging deeper. Again - just my personal opinion.
> If you get a quadrant renderer working let us know :) We have the basis of
> a quad-tree in the repo right now - but the main functionality hasnt been
> added yet. The biggest problem with the quadtree approach is how slow it
> is. Though it is good for static scenes like it sounds like you are dealing
> with :). If you are able to build a QuadRenderer let us know - it is
> something the engine could definitely use!
> I've been wondering about the seperation of matrices as well. I haven't had
> time to mess with this yet though - been too busy with other stuff.
> thoughts anyone?
>
> On Jul 24, 2008, at 10:10 AM, Jon Bradley wrote:
>
> On Jul 23, 2008, at 9:16 PM, Tim Knip wrote:
>
> Wouldn't it be better to simply choose a single system? As p/y/r work
> in the objects 'local' frame of reference, whilst rotationX / Y / Z
> work in the 'global' frame of reference.
>
> I agree a single system is better than two. The problem then becomes that of
> user knowledge. Matrices are far better to work with, but they are
> absolutely not intuitive unless the person has used them a lot.
> That said, X/Y/Z rotations can easily get converted to a rotation matrix and
> concatenated with the actual rotation matrix of the object to get the
> desired result, so I don't see that there is any actual need for euler
> angles. All you need to do is add an accessor to Matrix3D to get a rotation
> matrix for each of the independent axes.
>
> I'm sure this is something basic in 3D, but I'm lost at the moment.
>
> Aye, most of us are. :) It's not basic man, and the stuff you guys have done
> so far is immensely impressive.
> I have my own beefs with PV3D, but they lie directly with the sorting of
> triangle at the moment. I'm struggling with implementing a quadrant
> renderer, because the project I'm working on right now is not a 'real-time'
> application - it's a load-this-model-and-render-it project. Unfortunately,
> that requires some serious code updates.
>
> If anyone can shed any light on how other 3D-apps handle the diverse
> 'rotation types' (local, global, parent, etc) i'll be *very* happy.
>
> Hierarchal transformation matrices?
>
http://www.cs.unc.edu/~hoff/techrep/hierarch.html> It may even be best to store translation, rotation, and scale as separate
> matrices for performance reasons. I'm not sure if that would help at this
> time though.
> That's just my 0.02. Anyway, I'd much rather see an example of implementing
> a new dynamic triangle sorter than modifications to the matrices, but that's
> just me being greedy!
> jon
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