[PD] GEM local transform

patrice colet colet.patrice at free.fr
Wed Jan 7 00:02:09 CET 2015

```Le 06/01/2015 21:30, IOhannes m zmölnig a écrit :
> On 01/06/2015 09:12 PM, patrice colet wrote:
>> Hello,
>>
>>   is there a simple way in Gem to rotate an object locally,
>> or in other words is it possible to rotate an object on z axis, and then
>> rotate on the new x axis given by z axis rotation?
>>
>> I believe it would be possible to do that with some matrix magicks but
>> it looks complicated to me, maybe there are examples somewhere?
> i'm sure i misunderstand the question, as the answer i find is rather
> simple (all transformations in Gem are always on the local coordinate
> system)

It's not easy to explain indeed, let's take a square object for example,
when no transformation has been given to the square,
[rotate 45 1 0 0] will rotate the square around the line at the center
of the square height.

By adding [rotate 45 0 0 1], [rotate 45 1 0 0] won't rotate anymore on
square's x axis,
but on some axis given by the original object's coordinates,
in our example the new square's x rotating axis
is the line defined by opposite corners of the square.

I'd like to find a way to always rotate the object on it's own axis,
and not the axis defined by the object's original orientation,
'local transform' are not really the good words for that,
but didn't found another ones

> |
> [rotate 12 0 0 1]
> |
> [rotate 42 1 0 0 ]
> |
>
> or even:
> |
> [rotateXYZ 0 0 12]
> |
> [rotateXYZ 42 0 0]
> |

cumulating rotate object gives same result as using a single rotate object,

thanks for the help

> IOhannes
>
>
>
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