Wednesday, February 1, 2017

3D Rotations part 2

This post is about 3d vector rotations. It has to do with the dot and cross products. It was a complicated process but with 3 unit vectors becomes very simple to use.

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After the file is run, it allows the user to rotate an object around the axis not the co-ordinate system.

To get a vertex rotation, multiply the vertex x,y,z by the unit vectors.


*Update: Rotations can also made with 3d reflections or with a lookat function and bezier curves. Lots of flexibility for any situation. The bezier curves can eliminate singularities in the lookat function, so can many other methods.