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…
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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?)
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.