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I've now added a function for rotating around the 6 primary axes (intrinsic & extrinsic XYZ) by an arbitrary angle, avoiding doing a full quaternion multiplication github.com/FreyaHolmer/Ma
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here's an implementation of quaternion swizzling for super cheap 180° rotations in Unity, enjoy ❤ github.com/FreyaHolmer/Ma
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Have you ever made matrix transformations in 3d space before? I have not dissected quaternions yet enough to know them well but it reminds me of doing that I’m bookmarking this to come back when I have the capacity for attention
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Code looks good, isn't there are way to make a matrix that would lead to a quick answer ? Curious, there's a sort of 3-d pattern in there somewhere I'm sure... Then again, math is definitely not my forte...