Mapping user input to object rotation without order/gimbol prob,
Members - Reputation: 122
Posted 23 July 2001 - 10:19 PM
Posted 24 July 2001 - 02:56 AM
The solution would be to rotate the local coordinate system of the object.
What about maintaining 3 quaternions representing the 3 axes of rotation (x,y,z) of the object. Now, if you want to rotate around, say x, don''t rotate about the actual x-axis, but around the axis represented by the x-quaternion. Update your model with the rotation, aswell as the other two quats. This should avoid the gimbal lock ? And there is surely a simpler solution to this problem