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DarkBASIC Professional Discussion / Add Euler Rotations

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Sasuke
20
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Joined: 2nd Dec 2005
Location: Milton Keynes UK
Posted: 23rd Sep 2011 01:03 Edited at: 23rd Sep 2011 01:04
Now I believe you can just convert Euler rotations to Rotation Matrices and multiply them. But I was wondering if there are other methods, like with vectors or quaternions.

I like to refine for the best performance, just the other day I was playing around with Axis Aligned Billboards and came up with a neat function.


At the mo, I'm trying to complete my Maths class and Rotations are one the menu. So any ideas guys?
jinzai
19
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Joined: 19th Aug 2006
Location: USA
Posted: 23rd Sep 2011 01:38
Hey, Sasuke...long time. I like Physics For Game Developers by David M. Bourg. There are quaternion rotations in there. DX also uses quaternions.
Sasuke
20
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Joined: 2nd Dec 2005
Location: Milton Keynes UK
Posted: 23rd Sep 2011 01:54 Edited at: 23rd Sep 2011 01:57
Hey, jinzai, yeah, it's been awhile. I think, my friend has that book, might have to borrow it. I do remember I had an issue with the MakeEulerAnglesFromQ function. I just couldn't get it to work correctly so I had to make another.



Note: really need to change half PI to a constant
Sasuke
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Joined: 2nd Dec 2005
Location: Milton Keynes UK
Posted: 7th Oct 2011 03:29
So any ideas on this guys?
Brendy boy
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Joined: 17th Jul 2005
Location: Croatia
Posted: 7th Oct 2011 21:02
Quote: "So any ideas on this guys?"

Ideas on what exactly. If you need to add two euler angles you can check my point limb function in snippets forum where i have something that uses quaternions that could be of some help to you

baxslash
Valued Member
Bronze Codemaster
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Joined: 26th Dec 2006
Location: Duffield
Posted: 10th Oct 2011 13:34
I found this a while back, can't remember who wrote it but it's darned handy if you don't have EZrotate...


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