I'm having difficulty getting the right orientation from my objects within a scene. The objects are defined in standard Cartesian coordinates in the same units as I define the scene.
I then define my scenes matrix with the following code:
void SVIS_SetLookAt (double eyePos[3], double center[3], double up[3])
{
// Determine the new n
double vN[3] = {eyePos[0] - center[0], eyePos[1] - center[1], eyePos[2] - center[2]};
// Don't I need to normalize the above?
// Determine the new up by crossing witht he Up Vector.
double vU[3];
MATH_crossproduct(up, vN, vU);
MATH_NormalizeVector(vN);
MATH_NormalizeVector(vU);
// Determine V by crossing n and u...
double vV[3];
MATH_crossproduct(vN, vU, vV);
MATH_NormalizeVector(vV);
// Create the model view matrix.
double modelView[16] = {
vU[0], vV[0], vN[0], 0,
vU[1], vV[1], vN[1], 0,
vU[2], vV[2], vN[2], 0,
// -MATH_Dotd(eyePos, vU), -MATH_Dotd(eyePos, vV), -MATH_Dotd(eyePos, vN), 1
0, 0, 0, 1
};
// Load the modelview matrix. The model view matrix shoudl already be active.
glLoadMatrixd(modelView);
}
I am attempting to display n-1 objects such that each object is facing the object in front of it, excluding the first object which is not displayed. So for each object, I define the up, right, and forward vectors as such:
lal_to_ecef(curcen, pHits->u); // up vector is our position normalized
MATH_subtractVec3D((SVN_VEC3D*) prevcenter, (SVN_VEC3D*) curcen, (SVN_VEC3D*) pHits->f);
MATH_NormalizeVector(pHits->u);
MATH_NormalizeVector(pHits->f);
MATH_crossproduct(pHits->u, pHits->f, pHits->r);
MATH_NormalizeVector(pHits->r);
MATH_crossproduct(pHits->f, pHits->r, pHits->u);
MATH_NormalizeVector(pHits->u);
I then go on to display each object with the following code:
double p[3] = {pHits->cen[0] - position[0],
pHits->cen[1] - position[1],
pHits->cen[2] - position[2]};
glPushMatrix();
SVIS_LookAt(pHits->u, pHits->f, pHits->r, p);
glCallList(G_svisHitsListId);
glPopMatrix();
void SVIS_LookAt (double u[3], double f[3], double l[3], double pos[3])
{
double model[16] = {
l[0], u[0], f[0], 0,
l[1], u[1], f[1], 0,
l[2], u[2], f[2], 0,
pos[0], pos[1], pos[2], 1
};
glMultMatrixd(model);
}
I would expect this to work for any object such that the output would be whatever was defined in the Cartesian coordinate system would be present at the given point oriented such that it was pointed at the proceeding object with 0,1,0 and 0,-1,0 from the defined object would be aligned vertically on the screen. What I am seeing instead (by using simple rectangle as the object to be displayed) is that the objects are consistently rotated about the forward axis.
Can anyone point out what I am doing wrong here?
[Edit]
I've displayed an axis grid without translating by taking the three vectors multiplying a scalar and adding/subtracting it to the centre point. Doing this, the axis align up as I would expect. Overlaying the object described above shows the object to not be aligned the same way. Is there a relationship between the object space forward, right, and up vectors and the desired world-space vectors that I am missing? Am I simply completely off the mark with regards to my rotation translation matrix?
You are conflicted here; part of that matrix is transposed and part of
it is correct... you have the 4th column correct but your top-left 3x3
matrix is transposed. Each column of the 3x3 matrix (row in that array
of 16 double) is supposed to be one of your axes. It should be:
l[0],l[1],l[2],0, u[0],u[1],u[2],0, f[0],f[1],f[2],0,
pos[0],pos[1],pos[2],1. – Andon M. Coleman
This was dead on. Thanks Andon.
Building an entirely new modelview matrix from scratch using a 'lookat' implementation for each object is, frankly, crazy (or will at least drive you crazy). What you're doing is tantamount to trying to build a scene by having set of objects which are always in a fixed location, and constantly repositioning a camera to catch them from different angles.
A lookat style function should be called once to set up the camera (the view portion of the modelview matrix) position, and subsequently you should be using the matrix stack to position objects within the scene (the model portion of the modelview matrix). That's why it's called the modelview matrix, and not just the view matrix.
In code terms, it would look something like this
// Set up camera position
SVIS_LookAt(....);
for (int i = 0; i < n; ++i) {
glPushMatrix();
// move the object to it's location relative to the world coordinate system
glTranslate(...);
// rotate the object to have the correct orientation
glRotate(...);
// render the geometry
glCallList(...);
glPopMatrix();
}
Of course this assumes that everything has it's position defined in world coordinates. If you have a hierarchy of objects, then you would need to descend into an objects children between the glCallList and glPopMatrix in order to have their locations applied relative to their parent object.
Related
I am trying to implement a logic where, on mouse click, a shot is fired at an object.To do so, I did the following,
I first considered the .obj file of my model and found the region (list of coordinates) that the shot works on (a particular weak point of the body).
I then considered the least and largest x,y and z values present in the file for that particular region (xmin,ymin,zmin and xmax,ymax,zmax).
To figure out whether the shot has landed on the weak point, I considered the assumption that a shot would land on the weak point, if the coordinates of the shot lie between (xmin,ymin,zmin) and (xmax,ymax,zmax).
I assumed the coordinates from the .obj file to be the actual coordinates of the model, since the assimp code I have directly loads in the coordinates of the model. Considering (xmin,ymin,zmin) and (xmax,ymax,zmax), I converted the coordinates to window coordinates via gluProject().
I then considered the current cursor position and checked if the cursor position lies between (xmin,ymin,zmin) and (xmax,ymax,zmax).
The problems I now face are:
The object coordinates provided in the .obj file range between -4 to 4, which then lie around 1.0 after gluProject(), whereas the cursor position lies between (0,0) and (1280,720).
After gluProject(), (xmin,ymin) and (xmax,ymax) are either (0,1) or (1,0) whereas the zmin and zmax values seem fine.
How can I get my logic working ?
Here is the code:
// Call shader to draw and acquire necessary information for gluProject()
modelShader.use();
modelShader.setMat4("projection", projection);
modelShader.setMat4("view", view);
glm::mat4 model_dragon;
double time=glfwGetTime();
model_dragon=glm::translate(model_dragon, glm::vec3(cos((360.0-time)/2.0)*60.0,cos(((360.0-time)/2.0))*(-2.5),sin((360-time)/1.0)*60.0));
model_dragon=glm::rotate(model_dragon,(float)(glm::radians(30.0)),glm::vec3(0.0,0.0,1.0));
model_dragon=glm::scale(model_dragon,glm::vec3(1.4,1.4,1.4));
modelShader.setMat4("model", model_dragon);
collision_model=model_dragon;collision_view=view;collision_proj=projection; //so that I can provide the view,model and projection required for gluProject()
ourModel.Draw(modelShader);
Mouse button callback
// Note: dragon_min and dragon_max variables hold the constant position of the min and max coordinates.
void mouse_button_callback(GLFWwindow* window,int button,int action,int mods){
if(button==GLFW_MOUSE_BUTTON_LEFT && action==GLFW_PRESS){
Mix_PlayChannel( -1, shot, 0 ); //Play sound
GLdouble x,y,xmin,ymin,zmin,xmax,ymax,zmax,dmodel[16],dproj[16];
GLint dview[16];
float *model = (float*)glm::value_ptr(collision_model);
float *proj = (float*)glm::value_ptr(collision_proj);
float *view = (float*)glm::value_ptr(collision_view);
for (int i = 0; i < 16; ++i){dmodel[i]=model[i];dproj[i]=proj[i];dview[i]=(int)view[i];} // Convert mat4 to double array
glfwGetCursorPos(window,&x,&y);
gluProject(dragon_min_x,dragon_min_y,dragon_min_z,dmodel,dproj,dview,&xmin,&ymin,&zmin);
gluProject(dragon_max_x,dragon_max_y,dragon_max_z,dmodel,dproj,dview,&xmax,&ymax,&zmax);
if((x>=xmin && x<=xmax) && (y>=ymin && y<=ymax)){printf("Hit\n");defense--;}
The .obj coordinates have eg. values as shown:
0.032046 1.533727 4.398055
You are confusing the parameters of gluProject, especially the view parameter. This parameter should contain 4 integers which describe the viewport (x,y,width,height) and not the view matrix.
gluProject (and a lot of other glu functions) are tailored towards the fixed function pipeline and their matrix stacks. Due to this, you have to pass the following information:
model: The modelview matrix, as returned by glGetDoublev( GL_MODELVIEW_MATRIX, ...)).
proj: The projection matrix, as returned by glGetDoublev( GL_PROJECTION_MATRIX, ...).
view: The current viewport, as returned by glGetIntegerv( GL_VIEWPORT, ...)
As you see, the view matrix is packed together with the model matrix and view contains the viewport.
I'd strongly advice not to use glu functions at all when working with modern OpenGL. Especially when the matrices are already stored in glm, it would be better to use glm::project.
Note1: Converting a floating point matrix to an integer matrix by casting each element almost never results in anything meaningful.
Note2: When projecting a bounding rectangle to screenspace, the result will in general not be a rectangle anymore. During projection, angles are not preserved, thus the result is a general four cornered polygon and not a rectangle anymore. Same goes for bounding boxes: You can't even guarantee that the projected box is contained in the screen-space rectangle defined by projecting [x_min, y_min, z_min] and [x_max, y_max, z_max].
I have an object that I want to to move around using the following mechanic: the left and right arrows change its rotation and the up arrow increments its position.
My problem is that I either can't rotate the object around itself, or I can't move it in the direction being looked at.
The draw function is as follows:
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glScalef(SCALE, SCALE, SCALE);
glTranslatef(x, 0, 0);
glRotatef(rotationZ, 0, 0, 1);
glTranslatef(-x, 0, 0);
// Draw the object...
glPopMatrix();
Key press detection code:
case GLUT_KEY_UP:
teclas.up = GL_TRUE;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
teclas.left = GL_TRUE;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT:
teclas.right = GL_TRUE;
glutPostRedisplay();
break;
Timer function:
if (teclas.up) {
x++;
}
if (teclas.left) {
rotationZ++;
}
if (teclas.right) {
rotationZ--;
}
glutPostRedisplay();
I've seen multiple threads about this, and I've tried changing the signal of the x variable but nothing seems to work.
Edit(solved):
I just changed the part of the Timer function that is responsible for the forward movement to this:
if (estado.teclas.up) {
homer.x+= (float)cos(homer.rotationZ * M_PI / 180);
homer.y+= (float)sin(homer.rotationZ * M_PI / 180);
}
And also, my Draw function:
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glScalef(SCALE, SCALE, SCALE);
glTranslatef(x, 0, 0);
glRotatef(rotationZ, 0, 0, 1);
// Draw the object...
glPopMatrix();
This way, the object always moves towards what it's facing
This is a case of problem with Moving Reference Frame, those are the keywords. Unless you simulate physics of process as well, for OpenGL rendering all we have to worry about are the coordinates. Here we have the stationary reference frame, sometimes called a world frame (especially if observer is moving relative to it as well), and a moving reference frame (MRF )connected to object. MRF can have arbitrary rotation and translation relative to world frame, there are traditional ways how it is defined.
For example for Earth globe MRF defined as origin in center of Earth, positive X axis intersecting equator and 0 meridian, positive Z - north pole and Y is complementary to them. For static point on surface of earth (local geographic coordinates) it usually Y directed to zenith and positive Z - toward North in plane of horizon and positive X - toward east. In case of moving vehicle's the positive Y- or pitch axis always points to its left, and the positive Z- or yaw axis always points up, X - the roll axis is pointed straight forward. This one seem to match your case.
Regardless of axis specification, the rotation of vehicle is equivalent of changing matrix corresponding to it. Lets call it transformation matrix. In local coordinates vehicle speed v = {vx,0,0} is a vector collinear to positive X axis. But in world coordinates it is equal to
v' = M*v
where M is a transformation matrix of MRF. As v is change of coordinates per unit of time, then any translations should follow this formula too. There are two ways to solve this , if you're using legacy OpenGL, you have two options:
First: you would start with identity matrix and recreate all transforms in proper order.
Set identity matrix.
Translate by value required (in local cords)
Apply rotations of vehicle
Translate by values of last known position of vehicle.
Either calculate new position of vehicle, knowing transforms, or read that value , by getting matrix from OpenGL (by glGetFloatv(GL_MODELVIEW_MATRIX, ptr)) and extracting offset from it.
Downside of this method is that you have to use functions of OpenGL,where each call of glTranslate or glRotate is creating another matrix that is getting multiplied with other (in opposite order). That's excess math operations and precision of them isn't brilliant either. It can get quite interesting in Chinese manner if you have several frames of reference, especially nested.
Second method is to do all matrix math yourself, for example using some math library like GLM (glm.h) and store matrix for each frame of reference, modifying or regenerating them when needed. You can supply matrix directly to OpenGL even in legacy mode by glLoadMatrix. If you worry about performance, you should know that all modern implementations are done that math on CPU anyway, GPUs do not work with matrix stack anymore, for long time. It can be found quickly by inspecting open-source implementations.
In case of modern, flexible pipeline you don't have glScale, glTranslate, glRotate available at all. Entire matrix stack is deprecated in OpenGL 3. You can do it only in second way, but in this case you would supply matrices to shader program through uniforms.
I'm having an issue with drawing a model and rotating it using the mouse,
I'm pretty sure there's a problem with the mathematics but not sure .
The object just rotates in a weird way.
I want the object to start rotating each click from its current spot and not reset because of the
vectors are now changed and the calculation starts all over again.
void DrawHandler::drawModel(Model * model){
unsigned int l_index;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); // Modeling transformation
glLoadIdentity();
Point tempCross;
crossProduct(tempCross,model->getBeginRotate(),model->getCurrRotate());
float tempInner= innerProduct(model->getBeginRotate(),model->getCurrRotate());
float tempNormA =normProduct(model->getBeginRotate());
float tempNormB=normProduct(model->getCurrRotate());
glTranslatef(0.0,0.0,-250.0);
glRotatef(acos (tempInner/(tempNormA*tempNormB)) * 180.0 / M_PI,tempCross.getX(),tempCross.getY(),tempCross.getZ());
glColor3d(1,1,1);
glBegin(GL_TRIANGLES);
for (l_index=0;l_index < model->getTrianglesDequeSize() ;l_index++)
{
Triangle t = model->getTriangleByPosition(l_index);
Vertex a1 = model->getVertexByPosition(t.getA());
Vertex a2 = model->getVertexByPosition(t.getB());
Vertex a3 = model->getVertexByPosition(t.getC());
glVertex3f( a1.getX(),a1.getY(),a1.getZ());
glVertex3f( a2.getX(),a2.getY(),a2.getZ());
glVertex3f( a3.getX(),a3.getY(),a3.getZ());
}
glEnd();
}
This is the mouse function which saves the beginning vector of the rotating formula
void Controller::mouse(int btn, int state, int x, int y)
{
x=x-WINSIZEX/2;
y=y-WINSIZEY/2;
if (btn==GLUT_LEFT_BUTTON){
switch(state){
case(GLUT_DOWN):
if(!_rotating){
_model->setBeginRotate(Point(float(x),float(y),
(-float(x)*x - y*y + SPHERERADIUS*SPHERERADIUS < 0)? 0:float(sqrt(-float(x)*x - y*y + SPHERERADIUS*SPHERERADIUS))));
_rotating=true;
}
break;
case(GLUT_UP):
_rotating=false;
break;
}
}
}
and finally the following function which holds the current vector.
(the beginning vector is where the mouse was clicked at
and the curr vector is where the mouse position at the moment )
void Controller::getMousePosition(int x,int y){
x=x-WINSIZEX/2;
y=y-WINSIZEY/2;
if(_rotating){
_model->setCurrRotate(Point(float(x),float(y),
(-float(x)*x - y*y + SPHERERADIUS*SPHERERADIUS < 0)? 0:float(sqrt(-float(x)*x - y*y + SPHERERADIUS*SPHERERADIUS))));
}
}
where sphereradius is the sphere radius O_O of 70 degress
is any calculation wrong ? cant seem to find the problem...
thanks
Why so complicated? Either you change the view matrix or you change the model matrix of your focused object. If you choose to change the model matrix and your object is centered in (0,0,0) of the world coordinate system, computing the rotation around a sphere illusion is trivial - you just rotate into the opposite direction. If you want to change the view matrix (which is actually done when you change the position of the camera) you have to approximate the surface points on the chosen sphere. Therefore, you could introduce two parameters specifying two angles. Everytime you click move your mouse, you update the params and compute the new locations on the sphere. There are some useful equations in [http://en.wikipedia.org/wiki/Sphere].
Without knowing what library (or libraries) you're using your code is rather difficult to read. It seems you're setting up your camera at (0, 0, -250), looking towards the origin, then rotating around the origin by the angle between two vectors, model->getCurrRotate() and model->getBeginRotate().
The problem seems to be that in "mouse down" events you explicitly set BeginRotate to the point on the sphere under the mouse, then in "mouse move" events you set CurrRotate to the point under the mouse, so every time you click somewhere else, you lose the previous state of rotation because BeginRotate and CurrRotate are simply overwritten.
Combining multiple rotations around arbitrary different axes is not a trivially simple task. The proper way to do it is to use quaternions. You may find this primer on quaternions and other 3D math concepts useful.
You might also want a more robust algorithm for converting screen coordinates to model coordinates on the sphere. The one you are using is assuming the sphere appears 70 pixels in radius on the screen and that the projection matrix is orthographic.
I still new with direct 9.0. How to move my object or triangle on runtime?
According, to this tutorial.
http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-5
I understand what it does is move the camera coordinate, set the world coordinate and proj coordinate. What if I have I want to move a triangle position on run-time? let say move x-axis by 1px per frame.
//A structure for our custom vertex type
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw; // The transformed position for the vertex
DWORD color; // The vertex color
FLOAT tu, tv; // Texture position
};
I have a feeling that I need to shift the position of x,y,z per vertices. But it is impossible for me to release the vertices buffer, repeat the reallocate of memory just because of x,y,z. It will take too much computation. let alone rendering
How can I access invidual vertices on run-time and just modify its content (X, Y, Z) without the need to destroy and copy?
1) However this lead to another question. The coordinates itself is model coordinates. So the question is how do I change the world coordinate or define per object and change it.
LPDIRECT3DVERTEXBUFFER9 g_pVB;
You actually don't need to change your model vertices to achieve model space to world space transformation.
That how it usually done:
You load your model (vertices) once.
You decide how your model must look in current frame: translation (x,
y, z), rotation(yaw, pitch, roll), scale (x, y, z)
of you object
You calculating matrices according this info: mtxTranslation, mtxRotation, mtxScale
You calculating world matrix of this object: mtxWorld = mtxScale * mtxRotation * mtxTranslation. Note, that matrix multiplications is not commutative: result depends on operands order.
Then you applying this matrix (using fixed function or inside vertex shader)
In your tutorial:
D3DXMATRIX matTranslate; // a matrix to store the translation information
// build a matrix to move the model 12 units along the x-axis and 4 units along the y-axis
// store it to matTranslate
D3DXMatrixTranslation(&matTranslate, 12.0f, 4.0f, 0.0f);
// tell Direct3D about our matrix
d3ddev->SetTransform(D3DTS_WORLD, &matTranslate);
So, if you want move your object in runtime, you must change world matrix, then push that new matrix to DirectX (via SetTransform() or via updating shader variable). Usually something like this:
// deltaTime is a difference in time between current frame and previous one
OnUpdate(float deltaTime)
{
x += deltaTime * objectSpeed; // Add to x coordinate
D3DXMatrixTranslation(&matTranslate, x, y, z);
device->SetTransform(D3DTS_WORLD, &matTranslate);
}
float deltaTime = g_Timer->GetGelta(); // Get difference in time between current frame and previous one
OnUpdate(deltaTime);
Or, if you don't have timer (yet) you can simply increment coordinate each frame.
Next, if you have multiple objects (it can be same model or different) every frame you doing something like:
for( all objects )
{
// Tell DirectX what vertexBuffer (model) you want to render;
SetStreamSource();
// Tell DirectX what translation must be applied to that object;
SetTransform();
// Render it
Draw();
}
So I am currently trying to create a function that will take two 3D points A and B, and provide me with the quaternion representing the rotation required of point A to be "looking at" point B (such that point A's local Z axis passes through point B, if you will).
I originally found this post, the top answer of which seemed to provide me with a good starting point. I went on to implement the following code; instead of assuming a default (0, 0, -1) orientation, as the original answer suggests, I try to extract a unit vector representing the actual orientation of the camera.
void Camera::LookAt(sf::Vector3<float> Target)
{
///Derived from pseudocode found here:
///https://stackoverflow.com/questions/13014973/quaternion-rotate-to
//Get the normalized vector from the camera position to Target
sf::Vector3<float> VectorTo(Target.x - m_Position.x,
Target.y - m_Position.y,
Target.z - m_Position.z);
//Get the length of VectorTo
float VectorLength = sqrt(VectorTo.x*VectorTo.x +
VectorTo.y*VectorTo.y +
VectorTo.z*VectorTo.z);
//Normalize VectorTo
VectorTo.x /= VectorLength;
VectorTo.y /= VectorLength;
VectorTo.z /= VectorLength;
//Straight-ahead vector
sf::Vector3<float> LocalVector = m_Orientation.MultVect(sf::Vector3<float>(0, 0, -1));
//Get the cross product as the axis of rotation
sf::Vector3<float> Axis(VectorTo.y*LocalVector.z - VectorTo.z*LocalVector.y,
VectorTo.z*LocalVector.x - VectorTo.x*LocalVector.z,
VectorTo.x*LocalVector.y - VectorTo.y*LocalVector.x);
//Get the dot product to find the angle
float Angle = acos(VectorTo.x*LocalVector.x +
VectorTo.y*LocalVector.y +
VectorTo.z*LocalVector.z);
//Determine whether or not the angle is positive
//Get the cross product of the axis and the local vector
sf::Vector3<float> ThirdVect(Axis.y*LocalVector.z - Axis.z*LocalVector.y,
Axis.z*LocalVector.x - Axis.x*LocalVector.z,
Axis.x*LocalVector.y - Axis.y*LocalVector.x);
//If the dot product of that and the local vector is negative, so is the angle
if (ThirdVect.x*VectorTo.x + ThirdVect.y*VectorTo.y + ThirdVect.z*VectorTo.z < 0)
{
Angle = -Angle;
}
//Finally, create a quaternion
Quaternion AxisAngle;
AxisAngle.FromAxisAngle(Angle, Axis.x, Axis.y, Axis.z);
//And multiply it into the current orientation
m_Orientation = AxisAngle * m_Orientation;
}
This almost works. What happens is that the camera seems to rotate half the distance towards the Target point. If I attempt the rotation again, it performs half the remaining rotation, ad infinitum, such that if I hold down the "Look-At-Button", the camera's orientation gets closer and closer to looking directly at the target, but is also constantly slowing down in its rotation, such that it never quite gets there.
Note that I don't want to resort to gluLookAt(), as I will also eventually need this code to point objects other than the camera at one another, and my objects already use quaternions for their orientations. For example, I might want to create an eyeball that tracks the position of something moving around in front of it, or a projectile that updates its orientation to seek out its target.
Normalize Axis vector before passing it to FromAxisAngle.
Why are you using a quaternion? You're just making things more complex and requiring more computation in this instance. To set up a matrix:-
calculate vector from observer to observed (which you're doing already)
normalise it (again, doing it already) = at
cross product this with the observer's up direction = right
normalise right
cross product at and right to get up
and you're done. The right, up and at vectors are the first, second and third row (or column, depending on how you set things up) of your matrix. The final row/column is the objects position.
But it looks like you want to transform an existing matrix to this new matrix over several frames. SLERPs do this to matricies as well as quaternions (which isn't surprising when you look into the maths). For the transformation, store the initial and target matricies and then SLERP between them, changing the amount to SLERP by each frame (e.g. 0, 0.25, 0.5, 0.75, 1.0 - although a non-linear progression would look nicer).
Don't forget that you're converting a quaternion back into a matrix in order to pass it to the rendering pipeline (unless there's some new features in the shaders to handle quaternions natively). So any efficencies due to quaternion use has to take into account the conversion process as well.