POV-Ray : Newsgroups : povray.off-topic : Ok, someone explain this in English... (exploring quaternions) : Re: Ok, someone explain this in English... (exploring quaternions) Server Time
7 Sep 2024 09:25:10 EDT (-0400)
  Re: Ok, someone explain this in English... (exploring quaternions)  
From: Patrick Elliott
Date: 28 Jun 2008 23:04:24
Message: <MPG.22d0a97f20c1451598a16f@news.povray.org>
In article <4865dec1$1@news.povray.org>, sco### [at] laptopcom says...
> > Umm. Yes, but you missed one of my key points. That being the fact that
> > every function that you have to call or action you have to perform in
> > the script is going to add to the lag on the server end.
> 
> Well I guess if you can't afford to do a few sin/cos operations and a 
> handful of adds/multiplies to create the rotation quaternion, it's not go
ing 
> to work.  I can't think of any computationally simpler way to create the
 
> quaternion than that, sorry.
>  
Well. Was more wondering if there was some "sane" way to handle them 
without having the convert them at all. Basically, you do something 
like:

a = llGetRot(me);
b = llGetLookAt();

then either do 'llSetRot(a*b);' or 'llSetRot(b);', depending on if you 
want to try to preserve "any" of the original orientation. The problem, 
of course, is simply that 'b' is not oriented to the same up/down or 
even top/bottom as 'a' in the first place. So, you either have to delete 
one of the angles, then apply, or convert to Euler, switch them around, 
then convert back to Quaternian, and *then* apply. The first method 
seems to be impractical, or impossible, take you pick, due to how the 
the stuff works. Its seriously annoying.

Still, didn't figure on getting an answer in the first place. Just kind 
of had a desperate hope of one. ;) lol

-- 
void main () {

    if version = "Vista" {
      call slow_by_half();
      call DRM_everything();
    }
    call functional_code();
  }
  else
    call crash_windows();
}

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