Rotating the elements of a quaternion

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11 comments, last by jon723 19 years, 10 months ago
If I turned the quaternion into a matrix I could then oad the matrix and perform the rotation.....right??
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here is to make a matrix:
float wx, wy, wz, xx, yy, yz, xy, xz, zz;// xs, ys, zs;		float x2,y2,z2;		x2 = v.x + v.x; y2 = v.y + v.y; z2 = v.z + v.z;				xx = v.x * x2;   xy = v.x * y2;   xz = v.x * z2;		yy = v.y * y2;   yz = v.y * z2;   zz = v.z * z2;		wx = w * x2;   wy = w * y2;   wz = w * z2;				m[0] = 1.0f - (yy + zz);		m[1] = xy - wz;		m[2] = xz + wy;		m[3] = 0.0f;		m[0+4] = xy + wz;		m[1+4] = 1.0f - (xx + zz);		m[2+4] = yz - wx;		m[3+4] = 0.0f;		m[0+8] = xz - wy;		m[1+8] = yz + wx;		m[2+8] = 1.0f - (xx + yy);		m[3+8] = 0.0f;		m[0+12] = 0.f;		m[1+12] = 0.f;		m[2+12] = 0.f;		m[3+12] = 1.f; 


Note: This is for dx so you may have to swizzle the matrix order (ie row major to column major)
thanks a lot everyone for all the responses I finally think I have a good grasp of how to get these working in my project....I''ll be back if I have anymore questions.
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