After working with javax.vecmath.* for some time now, i have encountered
some nice features and some functionality that should be implemented.

Matrix vector multiplication is missing (i cant find it), this should
definitely be there.
Quaternion vector multiplication is also missing, this isnt very crucial
(you could create a quaternion with 0 as the last param easily), but its
much more handy to just use a vector. - and less overhead :)

The quaternion objects are normalized when created with:
float params and Tuple params. Though there is a mathematically reason
to do this, it creates confusion when normalizing quaternion but not
matrixes and vectors. Anyways, it should be mentioned in the javadoc.

With quaternion vector multiplication implemented the need of removing
normalizing when creating a object will parially remove this problem,
since this often happen when multiplying two quaternions when one is
actually a vector.
Other very useful methods like rotate a point with a quaternion is
also missing.

In that respect i have written some classes that extends the existing
javax.vecmath.* classes. The classes are included as attachment.

I hope that the j3d team could implement at least matrix/vector,
quaternion/vector multiplication and rotation of a point with quaternion
since this generally is very important when dealing with rotations,
forces etc.  (in my case a rigid body library :)
- and that you would reconsider your decision of normalizing quaternions.
i hope the code provided is usefull

Thanks
st�le pedersen

PS: i have written two rotatePoint methods for the quaternion class. they
    produce the same result, but uses different methods to get there.

PPS: a quaternion.mulConjugate(..), would also be nice :)

Attachment: myVecmath.tar
Description: Unix tar archive

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