mathematics
Blitz3D Forums/Blitz3D Programming/mathematics
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how I can simulate the TurnEntity function in mathematics? |
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I don't understand what you're trying to achieve |
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Think you're going to have to get your hands dirty with quaternions, for that one. |
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http://dbfinteractive.com/index.php?topic=2146.0 http://dbfinteractive.com/index.php?topic=2065.0 |
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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. |