|February 8th, 2017, 07:01 PM||#1|
Joined: Feb 2017
I want to understand the math behind OpenGL quaternion, rotation axis and rotation an
I want to understand the math behind OpenGL quaternion, rotation axis and rotation angle. This is ALOT of functions in programs that does this for you without understanding exactly the math. And thats no fun!
So to my example problem:
Apoint - x1=109973,18 y1=1156562 z1=50,449
Bpoint - x2=109924,1 y2=1156621,9 z2=48,569
V= 49,082 −59,955 1,88
Magnitude vector V
Normalized vector V
U= 0,6332671 −0,773553 0,0242562
How do i Calculate the rotation angle and rotation axle between this two points. And then use it to calculate the Quanternion?
Thanks again for your wonderful brain!
|axis, math, opengl, quaternion, rotation, rotation angle, rotation axis, understand|
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