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 CAD / *41576 (-5)
  Re: Inverse matrix?
 
(...) Just take the transpose of the 3x3 world rotation matrix and it should work as the inverse. Transpose means swap diagonals M[1,2] <=> M[2,1] etc. If this doesn't work I've misunderstood you. Tim (19 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
(...) Hehehe, cool, I'll try that. Thanks! James (19 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
Clarification! .... snip (...) I am using additional points to specify the location of feet. Combined with the model location, I have 3 points for the hip and feet. [now the following paragraph should make more sense] (...) (19 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
(...) Arg. I thought this was going to be easy. I liked this part of the wikipedia article: "In practice, inverting a matrix is rarely required. Most of the time, one is really after the solution of a particular system of linear equations." Hm. I (...) (19 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: how does a line ends?
 
(...) Thanks, ROSCO. I took that code and modified it to use char instead of _TCHAR, and got timings of 720-750ms, compared to the 750-780ms I got with my original one. I then modified it to support CR and LF interchangeably, and got back to the (...) (19 years ago, 7-Apr-07, to lugnet.cad, FTX)

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