dark. But I hope it could work in your app...
On Oct 3, 6:32 pm, "Andy Shaules" <
bowljo...@gmail.com> wrote:
> Hello,
>
> Yeah, I do. My memory of vector math is kind of fuzzy as it is, so
> swallowing a matrix4 concept last night was hard for me. I want the euler
> angles because I'm using away3d as the rendering engine and, although I'm
> sure underneath that frame work I may find the quanternion values, on the
> surface, they use euler angles for their API. My main goal was to whip
> something together and I limited the amount of time I spent learning the
> math. I just wanted to show a simple integration.
>
> As it is, I was very impressed with the display. I'll take another look at
> the angles.
>
> Andy
>
>
>
> ----- Original Message -----
> From: "mo" <
mor...@silcowitz.dk>
> To: "jinngine" <
jinn...@googlegroups.com>
> Sent: Sunday, October 03, 2010 2:20 AM
> Subject: [jinngine] Re: Rotation
>
> Sounds like you want the Euler angles of the rotation. Jinngine uses
> quaterntions to represent rotations, and the rotation matrix is
> directly computed from the quaternion. This is standard allover. There
> is a wiki on converting quaternions to euler angles here
>