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