Comments (5)
Thanks for this feature request. Yeah, all the underlying angle geometry uses euler angles. I understand the benefit of quaternions and matrices, but I've never been able to wrap my head around them. For my purposes, they felt like overkill. That said, I'm willing to reconsider them if there's a killer feature I'm missing out on.
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Check the interactive side-by-side comparison in the "Interactive Rotations" paragraph, if you think its worth it:
https://www.jasondavies.com/maps/rotate/
Still have to fix my own (shame on me.), so I know it's intimidating looking, but in the end more natural behaving and even easier to grasp, once you switch the paradigm from euler angles. Did some WebGL and Transformation Matrix and Versor stuff in between then and now and versors are definitly worth it. Just wanted to point out that fils version even supports tweening on versors now. Have a long weekend ahead, so maybe I could even put something together.
from zdog.
You might enjoy reading http://marctenbosch.com/quaternions/
from zdog.
@jrus Yeah, Marc Ten Bosch's proposal a couple months back. Unfortunately, I'm not as well-versed in 3D graphic math so all the concepts flew over my head. A JavaScript-port of his concepts would be helpful for me.
from zdog.
Three.js has a quaternion implementation with sauce.
IIRC minimum you need is slerp to do the interpolation and setfromEuler to create one. (and their dependencies which will include normalise etc).
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