Jul 6, 2010 at 4:06 PM
Edited Jul 6, 2010 at 4:08 PM

I'm working on porting some XNA code to create a hextiled sphere (truncated icosahedron subdivided several times) but the code requires Matrix.CreateFromAxisAngle which is not implemented in Balder's Matrix class. Here is what I came up with based on
the following website:
http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToMatrix/index.htm
Note: the S matrix is flipped around the diagonal in the code as compared to the website, but it gives the same results as the XNA implementation
public static Matrix CreateFromAxisAngle(Vector3 axis, float angle)
{
float c = (float)Math.Cos(angle);
float s = (float)Math.Sin(angle);
float t = 1.0f  c;
float x = axis.X;
float y = axis.Y;
float z = axis.Z;
Matrix C = c * new Matrix(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 0
);
C.M44 = 1;
Matrix T = t * new Matrix(
x * x, x * y, x * z, 0,
x * y, y * y, y * z, 0,
x * z, y * z, z * z, 0,
0, 0, 0, 0
);
Matrix S = s * new Matrix(
0, z, y, 0,
z, 0, x, 0,
y, x, 0, 0,
0, 0, 0, 0
);
return C + T + S;
}
Code for the test app available on request :)



Most excellent.
If you don't mind, I can include it in the Matrix class.



Please do :) it'll require a few tweaks to make it build with Balder, but nothing major



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