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Quaternion's

Started by November 30, 2000 10:08 PM
0 comments, last by avianRR 23 years, 11 months ago
I''m currently working on a program that uses Quaternion''s. I''ve got almost everything working however I''m haveing a little bit of a problem with one thing. I can rotate the scene by getting the rotation matrix and passing it in glMultMatrix. The problem I need to solve is that I have to find the vector representing a distance in that direction i.e. vector = quaternion * distance; of all the information I''ve found on quaternions this is the only thing I need that hasn''t been covered anywhere! If anyone could point me twords any information I would appreciate it. An alternative to this would be to get the seperate euler angels and then calculate the point but I don''t know how to extract the angles from the quaternion eather.
------------------------------Piggies, I need more piggies![pig][pig][pig][pig][pig][pig]------------------------------Do not invoke the wrath of the Irken elite. [flaming]
Ok, I got that working. Now all I need to know about Quaternion''s is how to limit one or more of the axis of rotation?
Any sugestions???
------------------------------Piggies, I need more piggies![pig][pig][pig][pig][pig][pig]------------------------------Do not invoke the wrath of the Irken elite. [flaming]

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