Object Hierarchy | Related C++ Class: CMatrix3
A double precision floating point 3 by 3 matrix.
| m0 m1 m2 |
| m3 m4 m5 |
| m6 m7 m8 |
| Get | Get2 | GetQuaternion | Invert |
| InvertInPlace | Mul | MulInPlace | Set |
| SetFromQuaternion | SetIdentity | Transpose | TransposeInPlace |
| TransposeInverse | TransposeInverseInPlace | ||
var oRoot = Application.ActiveProject.ActiveScene.Root
// Create two cubes, first is the original and second is rotated
var oCube = oRoot.AddGeometry("Cube","MeshSurface", "Cube")
var oCube2 = oRoot.AddGeometry("Cube","MeshSurface", "Cube2")
var oTrans2 = oCube2.Kinematics.Local.Transform
var oMat3 = XSIMath.CreateMatrix3()
oTrans2.GetRotationMatrix3 ( oMat3 );
// Modify the matrix to rotate around z
oMat3.value(0,0) = Math.cos (45);
oMat3.value(0,1) = -Math.sin (45);
oMat3.value(1,1) = Math.cos (45);
oMat3.value(1,0) = Math.sin (45);
oTrans2.SetRotationFromMatrix3 ( oMat3 );
oCube2.Kinematics.Local.Transform = oTrans2;
var vbArr = new VBArray( oMat3.Get2() );
var array = vbArr.toArray();
Application.LogMessage( "SIMatrix3 after the rotation" +
" m00:" + array[0] + " m01:" + array[1] + " m02:" + array[2] +
" m10:" + array[3] + " m11:" + array[4] + " m12:" + array[5] +
" m20:" + array[6] + " m21:" + array[7] + " m22:" + array[8] );
// Expected results:
//INFO : SIMatrix3 after the rotation
// m00:0.5253219888177297 m01:-0.8509035245341184 m02:0
// m10:0.8509035245341184 m11:0.5253219888177297 m12:0
// m20:0 m21:0 m22:1 |