mathematics

Blitz3D Forums/Blitz3D Programming/mathematics

DareDevil(Posted 2007) [#1]
how I can simulate the TurnEntity function in mathematics?


Rob Farley(Posted 2007) [#2]
I don't understand what you're trying to achieve


big10p(Posted 2007) [#3]
Think you're going to have to get your hands dirty with quaternions, for that one.


bytecode77(Posted 2007) [#4]
http://dbfinteractive.com/index.php?topic=2146.0
http://dbfinteractive.com/index.php?topic=2065.0


bytecode77(Posted 2007) [#5]
http://dbfinteractive.com/index.php?topic=2146.0
http://dbfinteractive.com/index.php?topic=2065.0

this is what i know so far. i posted in those two threads, too. i hope it helps.

basicaly it works as follows: using default euler rotation, you rotate the object matrix just once. once on it's x axis, THEN on the y axis and THEN on it's z axis.

using quaternions you rotate the object everytime you use TurnEntity just a bit. that will cause the effect of quaternions.