I'm new to quaternions and want to use the resulting rotation matrix to translate a point a towards the quaternion given a set distance.
Without using quaternions or matrices I would do something like this:
public static function calcVector(angle:Number, distance:Number = 1):Vector2D {
var vec:Vector2D = new Vector2D();
vec.x = Math.sin(90 - angle) * distance;
vec.y = Math.sin(angle) * distance;
return vec;
}
How do I mimic this functionality using the quaternions resulting rotation matrix as my "angle" parameter?
Assuming the starting point is at (0, 0, 0) and I have a rotation matrix from a quaternion how do I translate the starting point towards the quaternion with a set distance of say 10 units?
I would like to keep everything in the form of vectors, quaternions, and matrices.
Thanks for the help!
Edited by Koga73, 10 December 2012 - 03:28 PM.






