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Koga73

Member Since 04 Mar 2009
Offline Last Active Mar 07 2013 10:20 PM
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Posts I've Made

In Topic: translate point set distance towards quaternion

10 December 2012 - 04:59 PM

Yeah as for rotating zero in my example I know it doesn't do anything it was just easy math for me to show what I expect the resulting point to be. As you stated above applying the rotation to (distance, 0, 0) does work!

var quat:Quaternion = new Quaternion();
quat.fromAxisAngle(new Vector3D(0, 1, 0), rot * MathConsts.DEGREES_TO_RADIANS);
  
var mat:Matrix3D = new Matrix3D();
mat.position = new Vector3D(10, 0, 0);
mat.append(quat.toMatrix3D());

plane.position = mat.position;

This is good and all but now I want to abstract it out into a function that takes in an axis vector, an angle, and a distance. It doesn't seem like the same code above would work if the axis were not the Y due to the position being hard-coded to (distance, 0, 0). I guess at this point I'm just looking for what that vector should be? The magnitude should always be the distance but does it matter what value I start it at?

In Topic: translate point set distance towards quaternion

10 December 2012 - 04:27 PM

In my case I have an XZ plane with the normal facing +Y.

I am using the following for my quaternion:
var quat:Quaternion = new Quaternion();
quat.fromAxisAngle(new Vector3D(0, 1, 0), rot * MathConsts.DEGREES_TO_RADIANS);
var mat:Matrix3D = quat.toMatrix3D();

So now I have a rotation matrix... I am wanting to make the plane orbit around the origin... so for instance if my distance is 10 units and my origin is (0, 0, 0) and my angle is 0° then I would expect the plane's resulting position to be (10, 0, 0).

I'm just not sure how to actually apply the distance and quaternion to get the planes resulting position?

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