Blog post about deriving rotation matrices
Posted 18 September 2011 - 06:32 PM
Posted 18 September 2011 - 08:34 PM
Just a question; In what situation would a axis-and-angle be a suitable representation of a rotation?
I usually store quaternions, since they are easy to use, and use angle-axis for input since they are easy to visualize.
Posted 18 September 2011 - 09:02 PM
Posted 18 September 2011 - 09:46 PM
Currently working on: the 3D engine for Tomb Raider.
Posted 19 September 2011 - 12:14 PM
[indent]G = quat(0, n) / 2.[/indent]
So, for finite angle a, quaternion of rotation equals
[indent]q = exp(Ga) = quat(cos(a / 2), n sin(a / 2)).[/indent]
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