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 CAD / Ray-Tracing / 2775 (-5)
  Re: Inverse matrix?
 
(...) Hehehe, cool, I'll try that. Thanks! James (17 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] (...) (17 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 (...) (17 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
(...) I just realised something... do you want a general inverse or a specific inverse? Some inversions are simple eg. a pure rotation can be inverted by taking its transpose and reflections are their own inverses. Tim (17 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
(...) There really is no easy way to do it. Feel free to look at TCVector::invertMatrix in the LDView code if you want to see code that does it on a 4x4 matrix. To convert a 3x3 matrix into a 4x4 matrix, put the 3x3 in the top left, put a 1 in the (...) (17 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)


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