By: nobody ( Nobody/Anonymous ) |
inline void RotationArc(
quaternion& q, const vector3& from, const vector3& to ) |
By: martinbaker ( Martin Baker
) |
Thank very much for
this, I'll link it from the following web page if that's alright. |
By: nobody ( Nobody/Anonymous ) |
yes , * - is cross, % - dot |
By: nobody ( Nobody/Anonymous ) |
Please let me know
if all clear. |
By: martinbaker ( Martin Baker
) |
Minorlogic, |
By: nobody ( Nobody/Anonymous ) |
Let's play with the
second part of function , we assume that work with unit quats. |
By: martinbaker ( Martin Baker
) |
Minorlogic, |
By: nobody ( Nobody/Anonymous ) |
Ok. |
By: martinbaker ( Martin Baker
) |
Minorlogic, |
By: nobody ( Nobody/Anonymous
) |
Thanks for attention. Litle bit of your code, it still use 3 sqrt , but
can only 2. Possible it is done to clear code, or some kind of stabillity
of math ? |
By: martinbaker ( Martin Baker ) |
Minorlogic, |
metadata block |
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see also: | |
Correspondence about this page | |
Book Shop - Further reading. Where I can, I have put links to Amazon for books that are relevant to the subject, click on the appropriate country flag to get more details of the book or to buy it from them. |
If you are interested in 3D games, this looks like a good book to have on the shelf. If, like me, you want to have know the theory and how it is derived then there is a lot for you here. Including - Graphics pipeline, scenegraph, picking, collision detection, bezier curves, surfaces, key frame animation, level of detail, terrain, quadtrees & octtrees, special effects, numerical methods. Includes CDROM with code. |
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