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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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oh, hm, uh, one thing led to another and I did 2*(1/√2) which is equal to √2 but I think that factor of 2 is wrong, so I think it should be 1/√2 now that you mention it yeah it did work in my test case but I think a normalization might've happened under the hood, fixing now
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