I have been doing lots of reading and some coding on each of the three methods I have most popular to rotate a plane in 3d space.
That is, Euler tracked straight rotation of matrix by those angles. Matrix rotation via the Axis of the model, and also Quaternion.
I found the Quats had the easiest method for rotation over delta time, but I was unable to find a method to track the angles so you could constrain the rotations along a certain axis (such as the Z axis so Roll would only go to a certain amount)
Does anyone know of a good article about this or have first hand experience with these problems?
Thank you for your time...
Choosing Rotation methods for Planes...
Started by Milali, Sep 12 2005 12:36 AM
2 replies to this topic
#1
Posted 12 September 2005 - 12:36 AM
#2
Posted 12 September 2005 - 10:12 PM
For your needs it seems like euler angles are the way to go. (I assume you mean plane as in "aeroplane", not the infinite flat thing?)
#3
Posted 13 September 2005 - 04:41 AM
Quaternions are great for interpolating between two arbitrary direction vectors, but if you just want to rotate about an axis, Euler is the way to go, the math is much simpler and faster too as long as you have the constraints on rotations.
Jesse Coyle
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