Timeline for Combine Rotation Axis Vectors
Current License: CC BY-SA 2.5
4 events
| when toggle format | what | by | license | comment | |
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| Dec 1, 2010 at 5:17 | comment | added | EricP | "work out the equivalent quaternion multiplications / reciprocal computation to determine the aggregate rotation" Is this the same as converting from axis-angle to quaternion and back again? My current implementation is from the Matrix and Quaternion FAQ (j3d.org/matrix_faq/matrfaq_latest.html) | |
| Dec 1, 2010 at 2:45 | comment | added | EricP | 1. My vectors are not unit length. Their length is the angle of rotation in radians. 2. I do use a quaternion data structure. 3. In many cases, my angle isn't the only thing changing, but this would be a good optimization check. | |
| Nov 30, 2010 at 22:00 | history | edited | andand | CC BY-SA 2.5 |
added 189 characters in body; added 1 characters in body
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| Nov 30, 2010 at 21:54 | history | answered | andand | CC BY-SA 2.5 |