Hi,
instead construct a rotation matrix, which rotates by 'delta' degrees, and
multiply it to the current transformation (watch the order of multiplication
!!!).

Best regards
Alex


On Tue, Mar 4, 2008 at 4:39 PM, Patrick Dähne <
[EMAIL PROTECTED]> wrote:

> Hello,
>
> that's a classic one: You cannot do animations like this:
>
> q.getValueAsAxisDeg(x, y, z, w);
> w += delta;
> q.setValueAsAxisDeg(x, y, z, w);
>
> Because there is no one-to-one mapping between rotation and
> quaternion, e.g. the following two quaternions describe the same
> rotation: <x, y, z, w> as well as <-x, -y, -z, 360-w>. When calling
> getValueAsAxisDeg, you'll sometimes get one variant, and sometimes
> you'll get the other variant, which results in the flipping you observe.
>
> Bye,
>
> Patrick
>
>
> -------------------------------------------------------------------------
> This SF.net email is sponsored by: Microsoft
> Defy all challenges. Microsoft(R) Visual Studio 2008.
> http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/
> _______________________________________________
> Opensg-users mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/opensg-users
>
-------------------------------------------------------------------------
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users

Reply via email to