|
-
Sep 17th, 2009, 07:58 AM
#3
Re: Quaternion from two 3D Position Vectors
 Originally Posted by jemidiah
You said that you found code that breaks when object 1 is at the center point of the grid--what would you want it to do there? Rotating anything at the center any amount doesn't do anything.
Say you have an 3D coordinate grid with two spaceships on the grid.
The first spaceship is at the center point of the grid, the origin, thus it has a positional vector of (0, 0, 0). Spaceship 2 is at (5, 10, -15) i.e. the lower first quadrant. Some of the routines I found break in this scenario, since the first object's position is at (0, 0, 0), yet, the object can still rotate to be facing the second spaceship.
Your breakdown of the wiki is invaluable. Quite honestly, math notation is something I've always considered myself weak on, and throughout college have constantly struggled until I got to the point where real numbers were involved; which led to many epiphany of "Oh! that's so friggin simple! Why did he waste three weeks before showing one real-world example of it's use!".
I didn't understand any of my first three classes of Calculus beyond the regurgitation I needed for a passing grade until I got to the fourth class: Differential Equations; and since we were finally solving real-number systems and real-world scenarios, everything finally made sense to me! Up until that point, I viewed the subject as useless to me. After that point, Calculus was as easy as multiplication.
I'm going to take your explanation and see if I can't create a new routine that does what I want it to do properly. Thanks much!
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|
Click Here to Expand Forum to Full Width
|