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# m3t4lukas

Member Since 23 May 2013
Offline Last Active Apr 30 2014 01:00 PM

### In Topic: libGDX Quaternion.getAxisAngle(Vector3, float) returns only values between 0...

27 November 2013 - 10:14 AM

Hello again,

I patched it up by storing the yaw seperately in my player class.

I hope anyone has an swer to this for me to have it the "clean" way.

Happy Hacking

Lukas

### In Topic: get a vertex B from vertex A and Quaternion

18 November 2013 - 09:53 AM

Thanks again Álvaro,

I do have one querstion regarding your formula.

B = A + interpret_imaginary_part_as_3D_vector(q * i * conj(q));

What does the interpret_imaginary_part_as_3D_vector function do?

Thanks a lot so far

Lukas

### In Topic: get a vertex B from vertex A and Quaternion

18 November 2013 - 08:28 AM

Hi,

thanks for the quick reply. Here are the formular I know which I would use (assuming y-up):

```vertexB.x = vertexA.x + (cos(yaw * PI / 180) * radius)
vertexB.y = vertexA.y + (sin(pitch * PI / 180) * sin(yaw * PI / 180) * radius)
vertexB.z = vertexA.z + (cos(pitch * PI / 180) * sin(yaw * PI / 180) * radius)
```

so how do I calculate such a thing (which is a spherical movement) with a quaternion?

Greetings

Lukas

### In Topic: Reflection on Uneven Planes

24 May 2013 - 03:11 PM

Thanks a lot

Sounds to me to be runtime intensive especially for objects reflecting each other...

### In Topic: Reflection on Uneven Planes

24 May 2013 - 02:42 AM

So I will first have to create an environment Map of the Environment?

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