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guides:tips-on-quaternion [2020/04/23 11:08] vjraymonguides:tips-on-quaternion [2021/02/23 11:57] (current) – title fix minotorious
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-====== Custom component : tips about quaternion ======+====== Tips on Quaternions ======
  
 Since 1.5, Foundation allows to mod Custom component and links it to a fbx (see Exemple02)  Since 1.5, Foundation allows to mod Custom component and links it to a fbx (see Exemple02) 
  
 Assuming the local axis Y of the building is vertical (most cases), Assuming the local axis Y of the building is vertical (most cases),
-a way to compute the cosinus (named "cosp") and sinus (named "sinp") of the rotation angle of the building around the vertical is the following:+a way to compute the cosinus (named ''cosp'') and sinus (named ''sinp'') of the rotation angle of the building around the vertical is the following:
  
 <code lua> <code lua>
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 Note:  Note: 
  
-1) You can check that cosp*cosp + sinp*sinp is near 1+1) You can check that ''cosp''*''cosp'' ''sinp''*''sinp'' is near 1
  
 2) This can be used, for instance, to convert a local direction on XZ plane (local coordonates for "translate"), to a global direction (global coordonates for "rayCast"). 2) This can be used, for instance, to convert a local direction on XZ plane (local coordonates for "translate"), to a global direction (global coordonates for "rayCast").
guides/tips-on-quaternion.1587654539.txt.gz · Last modified: 2020/04/23 11:08 by vjraymon

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