I have a sphere centered in world origin. On the sphere surface I have two objects and I know their quaternions (rotation around sphere). Currently my movement works on Vector2 inputs (cannot change ...
After the rotation of a rectangular view along the Y-axis, about its center, transformed into parallelogram, how do I get the rotated parallelogram coordinates? By Y-axis, I mean perpendicular to the ...
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 ...
I've got 2 direction vectors, for the X axis and the Y axis of the object. How do I calculate the rotation matrix of the object using these?
Lets say that you want to rotate simple cube around fixed point in center. Is it possible to use such coordinate system, that you need to use only sine and cosine in order to rotate? I have done ...
Possible Duplicate: How do I find rotation in 3D based on a vector/normal? My models are axis-aligned. I know the normal of the surface I want to draw them on. How do I compute the ...