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Convert left hand to right hand

Started by Farabi, August 16, 2009, 06:51:22 AM

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Farabi

Those who had universe knowledges can control the world by a micro processor.
http://www.wix.com/farabio/firstpage

"Etos siperi elegi"

dedndave

hiya Farabi
i don't know what you mean
justify text ?
mouse ?
swap strings end to end ?

Farabi

Quote from: dedndave on August 16, 2009, 10:37:52 AM
hiya Farabi
i don't know what you mean
justify text ?
mouse ?
swap strings end to end ?

No left hand coordinate to right hand coordinate.
Those who had universe knowledges can control the world by a micro processor.
http://www.wix.com/farabio/firstpage

"Etos siperi elegi"

dedndave

what really changes is the Z-axis
mathematically, you would leave the x and y coordinates as they are, and negate the Z-axis values
as though you were viewing the screen from inside or behind the monitor
http://en.wikipedia.org/wiki/File:Cartesian_coordinate_system_handedness.svg

Farabi

Quote from: dedndave on August 16, 2009, 11:34:21 AM
what really changes is the Z-axis
mathematically, you would leave the x and y coordinates as they are, and negate the Z-axis values
as though you were viewing the screen from inside or behind the monitor
http://en.wikipedia.org/wiki/File:Cartesian_coordinate_system_handedness.svg

Thanks
Those who had universe knowledges can control the world by a micro processor.
http://www.wix.com/farabio/firstpage

"Etos siperi elegi"

FORTRANS

Hi,

   Slightly more technical, handednaess is defined by the order
and direction of the rotations going from one axis to another.
While negating the Z-axis is most common, you can negate
any one of the axes. Or any odd number of axes.

   A nit pick, but...

Steve

Rockoon

Quote from: FORTRANS on August 16, 2009, 12:43:16 PM
Or any odd number of axes.

I'm pretty sure that negating all 3 axis will not switch from one to the other.

When C++ compilers can be coerced to emit rcl and rcr, I *might* consider using one.

FORTRANS

Hi,

   Think of negating the axis as a mirror reflection.  Then
a even number of reflections preserve handedness.  And
an odd number changes it.  look in a mirror and you see a
"mirror image" of youself, with your right hand looking like a
left hand on a person facing you.

   Get two mirrors, place them at right angles and look at
it so your image is reflected twice.  Your image is back to
normal.  Get three mirrors at right angles like a corner of
a cube and look in.  Mirrored again.

Steve N.

dedndave

nah - i'd probably break em
21 years of bad luck

Farabi

So here is my problem:
Here is what it should like



And here is what I got



Im suspocious it was happened because of the wrong order of the handed coordinate, since when it should kick to above, mine kick to below.
Those who had universe knowledges can control the world by a micro processor.
http://www.wix.com/farabio/firstpage

"Etos siperi elegi"

Rockoon

Quote from: FORTRANS on August 16, 2009, 06:46:28 PM
Hi,

   Think of negating the axis as a mirror reflection.  Then
a even number of reflections preserve handedness.  And
an odd number changes it.  look in a mirror and you see a
"mirror image" of youself, with your right hand looking like a
left hand on a person facing you.

   Get two mirrors, place them at right angles and look at
it so your image is reflected twice.  Your image is back to
normal.  Get three mirrors at right angles like a corner of
a cube and look in.  Mirrored again.

Steve N.

Thanks.
When C++ compilers can be coerced to emit rcl and rcr, I *might* consider using one.