I have GameObject's transform component(position+rotation) and shape mesh(array of vertices). On each game tick I update coordinates of vertices relatively to game object's rotation. And my current ...
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 have this code to generate a red rectangle inside a grey rectangle: new Rectangle(grey_rectangle_position_x, Game.SCREEN_HEIGHT/2-Rectangle.height/2,0); This code makes the following: Now, I ...
I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, ...
I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation ...
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)); ...