I have two objects (target and player), both have Position (Vector3) and Rotation (Quaternion). I want the target to rotate and be facing right at the player. The target, when it shoots something ...
I have some models that I want to rotate using quaternions in the normal manner, except instead of rotation about the origin, I want it to be offset slightly. I know that you don't say, in 3d space, ...
I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the ...
Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat
I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it: Quaternion a = Quaternion.Invert(getRotation(m)); ...
I have been using them as a black box for a while, I'm just learning about of the maths but I'd just like some definitive answers to this question. So far the only benefit I've come across personally ...
I understand that the following math topics are required for 3D graphics programming. I have started doing some of them in my math course. Can someone point me in the direction of a resource that ...
I am using an FPS-like camera, and it uses quaternions. But, whenever I try looking up and then sideways, it tilts, and sometimes it can turn upside down. How can I fix this?
Usually when I want to rotate an object/node in my Ogre scene I call the node's rotate() method. That rotates the node locally relative to it's current rotation. So for example, when I start with 0 ...
If I create a rotation matrix from an identity quaternion then it is the same as a creating it from a negative identity quaternion Matrix m0 = ...