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> OT: Math Question ...
SirAndy
post Dec 30 2004, 11:21 PM
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stupid question (what else is new) ...

while working on my 3D-Editor/Game Engine i came to realize that the default Rotation Matrix for OpenGL uses a counterclockwise winding for Rotations around the Y-Axis (Yaw), meaning if you look at a Object in the XZ Plane a Positive Angle will Rotate the Object Left, a Negative Angle will Rotate it Right.

This is Counter-Intuitive and i am wondering if there is a rule for this behavior in a Cartesian coordinate system or is this merely a "personal preference" for OpenGL ???

My editor currently uses the clockwise approach, where a positive angle rotates the object to the right instead, which seem much more intuitive.

searching the web, i have found both approaches, but i would like to know if there's a "corret" way to do it ...

(IMG:http://www.914world.com/bbs2/html/emoticons/type.gif) Andy
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dinomium
post Dec 30 2004, 11:32 PM
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polar coordiantes are mesured anti clockwise...
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SirAndy
post Dec 30 2004, 11:44 PM
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QUOTE (dinomium @ Dec 30 2004, 09:32 PM)
polar coordiantes are mesured anti clockwise...

alright, so this would be the correct matrix then:

cos(angle)0sin(angle)
010
-sin(angle)0cos(angle)



hmmmm, maybe i will just make it an option for the enduser ...
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dinomium
post Dec 31 2004, 01:00 AM
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two quotes for you:
Chevy Chase as President Ford "It was my understanding there would be no math..."
or
Malibu Barbie "Math is Hard!"

(IMG:http://www.914world.com/bbs2/html/emoticons/biggrin.gif) either way that is just more trig than I care to remember... and not this close to new years!!
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swood
post Dec 31 2004, 01:14 AM
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Shoot. I thought this was going to be one of those impossible to solve problems about two trains leaving at the same time travelling towards each other at different speeds. (IMG:http://www.914world.com/bbs2/html/emoticons/blink.gif)
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Gint
post Dec 31 2004, 01:27 AM
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Looks like A.f.d bait to me... (IMG:http://www.914world.com/bbs2/html/emoticons/wink.gif)
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Trekkor
post Dec 31 2004, 02:55 AM
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I was hoping this was some sort of game with a fake prize. (IMG:http://www.914world.com/bbs2/html/emoticons/headbang.gif)

KT
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Steve Thacker
post Dec 31 2004, 07:01 AM
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That's some deep doo-doo Andy..... you flipping developers kill me. (IMG:http://www.914world.com/bbs2/html/emoticons/biggrin.gif)

Sounds like the rare matting call to attract Alfreds.

Almost like Jennette MacDonald and Nelson Eddy I'm calling yooooo hoooo (IMG:http://www.914world.com/bbs2/html/emoticons/w00t.gif)


Sorry Andy I couldn't resist (IMG:http://www.914world.com/bbs2/html/emoticons/laugh.gif)
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Red-Beard
post Dec 31 2004, 07:12 AM
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QUOTE (swood @ Dec 30 2004, 11:14 PM)
Shoot.  I thought this was going to be one of those impossible to solve problems about two trains leaving at the same time travelling towards each other at different speeds.  :blink:

_YOU_ are the engineer on a train traveling from New York City to Chicago...

Yeah, Standard Polar coordinates are counter clockwise. And they were derived from Standard Carteasean coordinates.
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ChrisFoley
post Dec 31 2004, 07:32 AM
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Think of it this way: in an xy plot of a ray beginning at the origin, as the slope increases from zero to ninety degrees (and beyond) - the ray rotates in a counterclockwise direction.
Everything else follows from this example.
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rick 918-S
post Dec 31 2004, 08:24 AM
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What some people solve with math others would solve with a hammer. Hit the coil until you loosen the wires. Then wind them the other way. This should achieve what your after without changing the math. (IMG:http://www.914world.com/bbs2/html/emoticons/happy11.gif)
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Curvie Roadlover
post Dec 31 2004, 08:39 AM
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Maybe there's someone out there that could post some scanned articles from old Road and Track issues to explain this (IMG:http://www.914world.com/bbs2/html/emoticons/wacko.gif) (IMG:http://www.914world.com/bbs2/html/emoticons/alfred.gif)
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michel richard
post Dec 31 2004, 10:24 AM
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QUOTE (rick 918-S @ Dec 31 2004, 06:24 AM)
What some people solve with math others would solve with a hammer. Hit the coil until you loosen the wires. Then wind them the other way. This should achieve what your after without changing the math. (IMG:http://www.914world.com/bbs2/html/emoticons/happy11.gif)


Th best quote in a long, IMHO.
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john rogers
post Dec 31 2004, 10:36 AM
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I teach a couple of graphics classes using OpenGL and somethings are not really sensible to us normal people?! Try this website as there are many really good tutorials and explanations: http://nehe.gamedev.net/
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KaptKaos
post Dec 31 2004, 10:40 AM
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Bruce Allert
post Dec 31 2004, 10:43 AM
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Sammy
post Dec 31 2004, 11:18 AM
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sgomes
post Dec 31 2004, 12:05 PM
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SirAndy
post Dec 31 2004, 01:54 PM
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QUOTE (Red-Beard @ Dec 31 2004, 05:12 AM)
Standard Polar coordinates are counter clockwise. And they were derived from Standard Carteasean coordinates.

that's what i wanted to know. the math is easy, just didn't know if there was a "right" way to do it.

counter-clockwise it is then ...

easy enough,
(IMG:http://www.914world.com/bbs2/html/emoticons/biggrin.gif) Andy

PS:
QUOTE
http://nehe.gamedev.net/
alreayd bookmarked for quite some time now ...

PPS:
QUOTE
My linear algebra is rustier than the "hell hole"
that's why i didn't ask you in first place, plus, you just can't seem to give an simple answer to a simple question ...
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rick 918-S
post Dec 31 2004, 06:22 PM
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QUOTE (SirAndy @ Dec 31 2004, 11:54 AM)


PPS:
QUOTE
My linear algebra is rustier than the "hell hole"
that's why i didn't ask you in first place, plus, you just can't seem to give an simple answer to a simple question ...

(IMG:http://www.914world.com/bbs2/html/emoticons/idea.gif) I still think it's easier to rewind the coil. (IMG:http://www.914world.com/bbs2/html/emoticons/laugh.gif)
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