4d

How to use 4d rotors

爱⌒轻易说出口 提交于 2019-11-27 09:48:20
I'm trying to create a 4D environment, similar to Miegakure 's. I'm having trouble understanding how to represent rotations. The creator of Miegakure wrote this small article explaining he made a class for 4d rotors. http://marctenbosch.com/news/2011/05/4d-rotations-and-the-4d-equivalent-of-quaternions/ How can I implement the functions of this class ? In particular the functions to rotate vectors and other rotors, and getting the inverse ? I would appreciate some pseudocode examples. Thanks a lot to anyone who bothers answering. Solving rotation around arbitrary vector will make you insane in

How to use 4d rotors

ぃ、小莉子 提交于 2019-11-26 14:52:16
问题 I'm trying to create a 4D environment, similar to Miegakure's. I'm having trouble understanding how to represent rotations. The creator of Miegakure wrote this small article explaining he made a class for 4d rotors. http://marctenbosch.com/news/2011/05/4d-rotations-and-the-4d-equivalent-of-quaternions/ How can I implement the functions of this class ? In particular the functions to rotate vectors and other rotors, and getting the inverse ? I would appreciate some pseudocode examples. Thanks a

how should i handle (morphing) 4D objects in opengl? [closed]

非 Y 不嫁゛ 提交于 2019-11-26 01:09:37
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 3 months ago . i want to try writing a playground similar to this 4D toys, so i started learning opengl. from my current understanding, people use VBOs and uniform transformation matrix for mostly-static objects (like cubes, skeletal animations etc., which usually just involves transformations)