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...
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...
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...
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)
...