Milali
09-11-2005, 06:36 PM
I have been doing lots of reading and some coding on each of the three methods I have most popular to rotate a plane in 3d space.
That is, Euler tracked straight rotation of matrix by those angles. Matrix rotation via the Axis of the model, and also Quaternion.
I found the Quats had the easiest method for rotation over delta time, but I was unable to find a method to track the angles so you could constrain the rotations along a certain axis (such as the Z axis so Roll would only go to a certain amount)
Does anyone know of a good article about this or have first hand experience with these problems?
Thank you for your time...
That is, Euler tracked straight rotation of matrix by those angles. Matrix rotation via the Axis of the model, and also Quaternion.
I found the Quats had the easiest method for rotation over delta time, but I was unable to find a method to track the angles so you could constrain the rotations along a certain axis (such as the Z axis so Roll would only go to a certain amount)
Does anyone know of a good article about this or have first hand experience with these problems?
Thank you for your time...