I wrote a working Quaternion lib, and I have some matrix commands written in Blitz. I want to do 3D transformations like Blitz3D does for child-parent relationships (but in BlitzPlus).
Given 3 float values for x,y, and z position of a point, say a vertex in a mesh, and an x,y,z,w quaternion rotation, what is the adjusted point position. In other words, what would it's position be in world coordinates?
If you want the quat lib it's at www.leadwerks.com/code/userlibs/maths3d
Given 3 float values for x,y, and z position of a point, say a vertex in a mesh, and an x,y,z,w quaternion rotation, what is the adjusted point position. In other words, what would it's position be in world coordinates?
Function Tranform(x#,y#,z#,qx#,qy#,qz#,qw#) End Function
If you want the quat lib it's at www.leadwerks.com/code/userlibs/maths3d