On Tue, Mar 12, 2002 at 10:49:28PM -0500, Fred Klingener wrote:
> The Matrix?? classes have transform()s for corresponding Tuples, Points and
> Vectors.  If you need more (or different?) GMatrix and GVector have a lot of
> useful stuff.
>
ah, how could i miss the transform() method ?

> You get the Quat4d.mul(Quat4d), and you can compose the vector spherical
> transformation from that.  I suppose that your talking about Q V Q*?
>
yup, its really nice when rotating a point around a quaternion. i
implemented it in the code applied.

> This is one of those little nasty surprises that seem to be rites of passage
> working with vecmath.  It's kind of like hazing.  Welcome to the club.
>
hehe, thanks, its been a rough ride :)
> >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.
>
> It might be nice to have the spherical  quaternion transformation, but broad
> interest in that corner of modeling is some time off.
>
i find that strange, quaternions are so much more usable than matrixes
when dealing with rotations. (other areas too, but thats another story :)
> >In that respect i have written some classes that extends the existing
> >javax.vecmath.* classes. The classes are included as attachment.
>
> I'll take a look at it as soon as I can get my de-tarrer working.
i though winzip read tar packages ?
>I have a dual number package simmering away that I'll publish some day.
>If there's any interest in it at all, I hurry.
>It's built on top of vecmath e.g. it uses a Vector3d and a double for
>quaternion, so if vecmath ever gets accelerated, this math should go along.
>It includes dual numbers, dual vectors, and dual quaternions - all magical
>
that sounds neat, i would really like to have a look at it.
for now i have all the methods i need to implement a rbd library.
is going good too :)
>> would reconsider your decision of normalizing quaternions.
>
> I think that it will come eventually, but there'll be not much interest in it
> in the near future.  My own take on the way it might happen is this:  The drive
> for more plausible-looking games will result in more and more content being
> generated by physics simulations.  I suspect that here is where the quaternion
> camel pokes his nose under the tent.  Spherical quaternion transformations have
> been embraced wholeheartedly by the gamers to do rotational interpolations, and
> some day some of the dual quaternion-based inverse kinematics solvers might be
> similarly embraced.  At some point, the thrashing between the state equations
> of the physics model and the matrix transformations of the display model will
> become intolerable, and both spherical and spatial quaternion transformations
> will start to take some of the load.
>
> Some day, those transformations might move onto hardware.  All of the registers
> in nVidia GeForce VIII might be dual quaternion registers and the spatial
> transformation would be done in two clock ticks once the pipeline got loaded.
>
> When that happens, the software and the object models have to change, and Java
> 3D 3.4beta3 will be ready.
>
hehe, i wont hold my breath, but quaternion transformation in hardware
would really be a good thing. One of the reasons i work on a rbd library
is just to get more realism in games :)

sorry for the long delay, i've been offline for much too long :/

st�le

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