angles

How do 3D engines typically handle object rotation? (Illustrated)

I'm building a quick 3D engine for a game I'm developing. Currently I'm handling rotation of 3D objects by rotating around the global axis Y, X then Z. Is this the correct way to do it, or should I be rotating objects about its local axis? Which do you recommend and why? If the local axis method is the correct way, would a 3D 3x3 or 4...

How does this code work?

I found this piece of C++ code on a forum that I can't fully understand. Since I don't have their library that performs matrix/vector math, I need to manually figure it out and replicate the functionality. Calculate Euler rotation angles between 2 vectors .. we use Rodrigues formula vector $V1 = << my first vector >>; vector $V...

How to use the Rodrigues' rotation formula to calculate Euler angles?

Inspired by this question that attempts to reverse engineer a pseudo code chunk, I'm wondering how to use the Rodrigues' rotation formula to calcuate an Euler angleset for one point to face another (between 2 points). I've seen some implementations of the formula, such as this C++ implementation which calculates a rotation matrix. Is th...

What's a quaternion rotation?

Is quaternion rotation just a vector with X,Y,Z which the object will rotate towards, and a roll which turns the object on its axis? Is it that simple? Meaning if you have X=0, Z=0 and Y=1 the object will face upwards? And if you have Y=0, Z=0 and X=1 the object will face to the right? (assuming X right, Y up and Z depth) ...