Getting rid of euler angles


Getting rid of euler angles
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Alright so I've recently taken back to work on LDForge so that we can finally have something better than MLCad and text editors to make bricks with.

And by doing so I'm back to the ages old problem of breaking the gimbal lock. I've surfed around the web for years now looking for the solution and it generally is to use quaternions instead of euler angles. But I absolutely cannot wrap my head around: how exactly does 2D screen turning translate into a 4D quaternion?

I've been bashing my head against a wall regarding this for so long that I'm not even sure at this point that quaternions are the way to go. Maybe I'm supposed to use a rotation matrix instead? Or multiple quaternions? Or a mix of both? How am I supposed to model the camera?
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Getting rid of euler angles - by Santeri Piippo - 2017-01-30, 0:07

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