Jump to content
  • Advertisement
Sign in to follow this  
Katachi

Angular Velocity

This topic is 2887 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi,

I have a question about angular velocity (in 3d). I get passed a rotation axis (vector) and the angle of rotation in radians from another software (let´s say from a scripted rigid body rotation). However, the rotation axis is normalised. How can I put these two together so the vector fully represents the angular velocity (as my understanding is that the length of the vector represents the angle of rotation normally)? Can I set the length of the rotation axis equal to 2pi/rotationangle? Or to put it differently, is the rotation axis vector of length 1.0 if the object rotated 360 degrees? Or is it of length 2pi?

Thank you in advance!

Share this post


Link to post
Share on other sites
Advertisement
The length of the vector should be the angular speed in radians per second. So just multiply the two things you are being passed together.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!