All Questions
Tagged with quaternion three.js
8 questions
3
votes
1
answer
8k
views
Relative quaternion rotation (delta rotation) produces unstable results
Use case: I have a currentRotation quaternion and a targetRotation quaternion and need to calculate the relative rotation ...
2
votes
3
answers
1k
views
How can I rotate the camera for a player walking around the surface of a sphere? [duplicate]
I'm making a 3D game where the player can walk across the surface of a planet.
I am having a problem correctly rotating the camera's frame of reference, so that the camera is oriented correctly ...
0
votes
1
answer
2k
views
360 degree quaternion interpolation?
I am in the process of implementing interpolation into a simple game loop I am playing with after reading the infamous "fix your timestep" article (which is amazing by the way). I have the position ...
1
vote
1
answer
287
views
Unexpected quaternion rotation behavior
First off let me apologize for the vague title but I really couldn't think of a more descriptive one (maybe after reading this a more advanced user might be able to edit it).
Alright, so I have been ...
1
vote
0
answers
68
views
align local Y to be parallel with global Y during or after slerp
I am using the following function to have a globe rotate a point on its surface to face the global Z toward the camera. This works fine, but after each rotation the Y axis seen as a green line is not ...
6
votes
2
answers
2k
views
Walking on a sphere
I'm working on a game which involves walking your character on the surface of a sphere. Using the answer to Arbitrary Rotation about a Sphere, I've written my code as:
...
4
votes
1
answer
749
views
Why game engines usually don't offer a vector3.rotate method? [closed]
Game engines like Three.js, Ogre3d and Unity3d often don't provide a default rotate method on their vector class. You usually have to do something like:
...
3
votes
2
answers
6k
views
Quaternions - how to limit axis?
Is there any possibility to limit quaternions to move only in x & y axis (like in Eulers- yaw and pitch, without rolling)? I's there any equation or something similar to do this?
Some example:
...