Re: [JAVA3D] Using Quaternions and RotPosPathInterpolator

1999-10-22 Thread Roberto Speranza
gt; Sent: October 22, 1999 1:15 PM Subject: Re: [JAVA3D] Using Quaternions and RotPosPathInterpolator > First of all I have tried going from -3.14 to 3.14 and it doesn't work. > Secondly I find a little bit normal that it behave like that. Because > considering a rotation (roll, pit

Re: [JAVA3D] Using Quaternions and RotPosPathInterpolator

1999-10-22 Thread Pascal Christian Fenkam
First of all I have tried going from -3.14 to 3.14 and it doesn't work. Secondly I find a little bit normal that it behave like that. Because considering a rotation (roll, pitch, yaw)=(x,0,0) the quaternion will be (0,0,0,cos(x/2)). This means euler2Quat(x,0,0)= euler2Quat(-x,0,0)=euler2Quat(x+4k

Re: [JAVA3D] Using Quaternions and RotPosPathInterpolator

1999-10-22 Thread Casteel, Don
Have you tried going from -3.14159 to +3.14159 instead of from 0 to 6.28318? -Original Message- From: Pascal Christian Fenkam [mailto:[EMAIL PROTECTED]] Sent: Friday, October 22, 1999 8:49 AM To: [EMAIL PROTECTED] Subject: [JAVA3D] Using Quaternions and RotPosPathInterpolator This

Re: [JAVA3D] Using Quaternions and RotPosPathInterpolator

1999-10-22 Thread Marco Lohse
qt1 to qt2 on the four-dimensional union-sphere is taken. But I am really not sure about that... Marco. - Original Message - From: Pascal Christian Fenkam <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, October 22, 1999 2:49 PM Subject: [JAVA3D] Usi

[JAVA3D] Using Quaternions and RotPosPathInterpolator

1999-10-22 Thread Pascal Christian Fenkam
Hi Folks ! I´m trying to use the RotPosPathInterpolator to make an animation. The problem is that I can´t achive a complete rotation (2pi rad) using quaternions. I think the problem is due to the fact that the function to compute the quaternion of a rotation is pi-periodic. That means the quater