cool. i''d like to see the "real" one.
a2k
Quaternions Again
------------------General Equation, this is Private Function reporting for duty, sir!a2k
A2k, about your question.
You will somehow have to ''store'' the orientation of your ships if you want yaw, pitch and roll to work properly.
You can do this for example by rotating the mesh and storing it over the ''old'' one.. this is something you DON''T want to do because due to numerical errors occuring when rotating the mesh will get deformed over a long period of time... So you always keep the original mesh and rotate from that.
The cool part is that the orientation is actually stored in the 3 ''extra'' vectors you added for rotating around. TC''s code gets the ''euler'' angles to rotate the mesh with from those vectors.
I hope this makes any sense I am not really good at explaining this.
WickedMystic
You will somehow have to ''store'' the orientation of your ships if you want yaw, pitch and roll to work properly.
You can do this for example by rotating the mesh and storing it over the ''old'' one.. this is something you DON''T want to do because due to numerical errors occuring when rotating the mesh will get deformed over a long period of time... So you always keep the original mesh and rotate from that.
The cool part is that the orientation is actually stored in the 3 ''extra'' vectors you added for rotating around. TC''s code gets the ''euler'' angles to rotate the mesh with from those vectors.
I hope this makes any sense I am not really good at explaining this.
WickedMystic
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