Re: [GD-Consoles] transforms
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From: R & D \(GameBrains\) <res...@ga...> - 2002-05-09 23:47:12
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Tom, Thanks for your note. =20 > We store animations as either quaternions or as Euler angles as = appropriate, > then convert them to matrices, and _then_ we do maths with them. Never > attempt to do maths with angles - you'll just hurt yourself on those > singularities. :-) >=20 Excuse the follow-up question if it is naiive :-) but without the = angles, doesn't positioning code like physics become problematic? It is = easy to look at a car bouncing off a guardrail and calculate a reflected = angle and new heading vector from an angle, but how would I go about = doing that with matrices only? Thanks, Brett |