Re: Rotation from 4 points

Jose Marin <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
!!!

Sure!

You are right, Paul!

Easy and clever solution, thank you !

Jose


--- Em ter, 19/1/10, [email protected] <[email protected]> escreveu:

> De: [email protected] <[email protected]>
> Assunto: Re: [Algorithms] Rotation from 4 points
> Para: "Game Development Algorithms" <[email protected]>
> Data: Terça-feira, 19 de Janeiro de 2010, 9:15
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA256
> 
> > How to extract one of these informations:
> > 
> > 1 - A quaternion representing the rotation
> 
> Hi there,
> 
> Just form the basis vectors and you have a matrix right
> away. Convert to 
> quat. Done :)
> 
> I.e. Subtract your corner points from the 'central' point,
> and those are 
> your basis vectors.
> 
> row 0 = D-A
> row 1 = B-A
> row 2 = C-A
> 
> Cheers, Paul.
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