dcromley
23-11-2011, 00:44
I've always been intrigued by rotation mathematics. Finding thinBasic/TBGL was a great life opportunity. Matrix math has always been understandable and reliable. Quaternion math is as good or better, but not understandable (to me). Euler Angles can be used in a simple manner, but the results are poor -- the rotations lose their naturalness after the object leaves the home position. The math to use Euler Angles making the rotations more natural is not easy. I have wondered if it was even possible. Then I stumbled on a paper by Jed Margolin which didn't give the solution, but showed how to get the solution, which I was able to get. And the result is this program.
It shows a head supported by gimbals (my avatar) that can be controlled by the keyboard. You can use either the simple controls or the natural controls. Hit F1 for info.
It's zipped because I have "Include" files, so it may be best to put it in a separate directory. In the zipped directory, there's also a "GLFigures" program that uses that same "Include" files. It isn't done -- it's for testing.
I've posted the "bundled" executable at http://dbarc.net/dcgimbalrock.exe (may have to turn antivirus off). The mathematics paper is at http://dbarc.net/dceulerrot.pdf.
Thanks for existing, Regards, Dave
It shows a head supported by gimbals (my avatar) that can be controlled by the keyboard. You can use either the simple controls or the natural controls. Hit F1 for info.
It's zipped because I have "Include" files, so it may be best to put it in a separate directory. In the zipped directory, there's also a "GLFigures" program that uses that same "Include" files. It isn't done -- it's for testing.
I've posted the "bundled" executable at http://dbarc.net/dcgimbalrock.exe (may have to turn antivirus off). The mathematics paper is at http://dbarc.net/dceulerrot.pdf.
Thanks for existing, Regards, Dave