21.07.2011, 14:01
i would love some functions which care for Euler Angles / Quaternions. iam scripting on my object editor for ages yet, and i failed 3 times at including the GetVehicleRotationQuat for calculating some rotations.
there are so many sources on how to code matrices for converting/manipulating rotation quats, but the effort would freeze the server, and its a bit too hard to imagine 4 dimensional things >-<
anyways, by providing a rotation in that quat format makes it possible to interpolate between 2 totally different facing angles by using ONE quaternion-set...
why do i tell/ask/spam that?
imagine a race track editor, using all new street objects, which fit exactly together...
now imagine a 40 meter long road. then a ramp up, then a slight turn to the left.... aw screw it. brb, taking some vids now...
and here it is:
anyways, prepare for a challenge in maths if you dare to ^^
****** Quaternions/euler angles, this will link you to pure brain madness!
thank you for taking time to read through all this...
edit: oops. the axis got swapped. the "less important" axis is indeed the Z axis. i can rotate an even screwed map on the Z axis. that one which points up the sky
its a total mess to think about all that..
there are so many sources on how to code matrices for converting/manipulating rotation quats, but the effort would freeze the server, and its a bit too hard to imagine 4 dimensional things >-<
anyways, by providing a rotation in that quat format makes it possible to interpolate between 2 totally different facing angles by using ONE quaternion-set...
why do i tell/ask/spam that?
imagine a race track editor, using all new street objects, which fit exactly together...
now imagine a 40 meter long road. then a ramp up, then a slight turn to the left.... aw screw it. brb, taking some vids now...
and here it is:
anyways, prepare for a challenge in maths if you dare to ^^
****** Quaternions/euler angles, this will link you to pure brain madness!
thank you for taking time to read through all this...
edit: oops. the axis got swapped. the "less important" axis is indeed the Z axis. i can rotate an even screwed map on the Z axis. that one which points up the sky
its a total mess to think about all that..