Quaternion's
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???
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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