Hi Casey,
I'm still working on resolving the rotation problem, but haven't been able to get a correct yaw, pitch and roll.
If I understood Matrix and Quaternion correctly, they can both be used to do rotations. In the case of rotation, Matrix could possibly have the Gimbal lock issue, but Quaternion is partiqularly designed to avoid this problem and Quaternion has better performance on intensive rotation calculation.
As illustrated below, suppose I have two normalized Vector3 representing two directions, how can I get the correct values of yaw, pitch and roll from the difference between this two directions:
I'm still working on resolving the rotation problem, but haven't been able to get a correct yaw, pitch and roll.
If I understood Matrix and Quaternion correctly, they can both be used to do rotations. In the case of rotation, Matrix could possibly have the Gimbal lock issue, but Quaternion is partiqularly designed to avoid this problem and Quaternion has better performance on intensive rotation calculation.
As illustrated below, suppose I have two normalized Vector3 representing two directions, how can I get the correct values of yaw, pitch and roll from the difference between this two directions:
Cheers,
Jun
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