# geometry primitives load-matrix # 3x3 exact rotation matrices, 90 degrees around axis # IMPORTANT NOTE: the convention in pf is to represent a linear # transform by RIGHT multiplication: # V M * # where V is a matrix containing rows as vectors to be transformed # and M is the transformation matrix. the biggest reason for this # is of course that PF is postfix. but it also interfaces better # with opengl and gsl # the result of this is that M will be transposed wrt. the normal # representation.. # NOTE: pf uses: # vector matrix * # so vectors are post-multiplied, (( 1 0 0 ) ( 0 0 1 ) ( 0 -1 0 )) >matrix constant Rx (( 0 0 -1 ) ( 0 1 0 ) ( 1 0 0 )) >matrix constant Ry (( 0 1 0 ) (-1 0 0 ) ( 0 0 1 )) >matrix constant Rz