note that all of the rotation directions above use the left-hand rule, since I was teaching this in the context of Unity!
game engines generally use all of these in different situations:
• Angle-axis for the angular velocity (pseudo-)vector
• Euler angles for user input and serialization
• Rotation matrices for space transformation
• Quaternions for interpolation and compositing
• Angle-axis for the angular velocity (pseudo-)vector
• Euler angles for user input and serialization
• Rotation matrices for space transformation
• Quaternions for interpolation and compositing
Loading suggestions...