Formerly: NVIDIA, id Software, CD PROJEKT RED, Saxo Bank
Professional 🐱 petter
𝟭. Use a 3x3 rotation matrix. Build a rotation matrix and transform by it the point we want to rotate (minding the pivot point). Unity seems to be using that approach [1].
𝟭. Use a 3x3 rotation matrix. Build a rotation matrix and transform by it the point we want to rotate (minding the pivot point). Unity seems to be using that approach [1].
𝗥𝗼𝘁𝗮𝘁𝗲𝗱𝗣𝗼𝘀𝗶𝘁𝗶𝗼𝗻 - 𝗣𝗼𝘀𝗶𝘁𝗶𝗼𝗻
𝗥𝗼𝘁𝗮𝘁𝗲𝗱𝗣𝗼𝘀𝗶𝘁𝗶𝗼𝗻 - 𝗣𝗼𝘀𝗶𝘁𝗶𝗼𝗻
- 𝗣𝗼𝘀𝗶𝘁𝗶𝗼𝗻 - This is the point/vector that we want to rotate.
- 𝗣𝗼𝘀𝗶𝘁𝗶𝗼𝗻 - This is the point/vector that we want to rotate.
- 𝗥𝗼𝘁𝗮𝘁𝗶𝗼𝗻𝗔𝗻𝗴𝗹𝗲 - That is the angle of rotation. It is quite quirky, because this angle is not expressed in radians or degrees, but in normalized units. A value of 1.0, 2.0, 3.0, ... is a full revolution. 0.5 is 180 degrees rotation, etc.
- 𝗥𝗼𝘁𝗮𝘁𝗶𝗼𝗻𝗔𝗻𝗴𝗹𝗲 - That is the angle of rotation. It is quite quirky, because this angle is not expressed in radians or degrees, but in normalized units. A value of 1.0, 2.0, 3.0, ... is a full revolution. 0.5 is 180 degrees rotation, etc.
• 𝘈𝘯𝘥 𝘸𝘪𝘵𝘩 𝘵𝘩𝘰𝘴𝘦, 𝘭𝘰𝘢𝘥𝘴 𝘢𝘯𝘥 𝘪𝘯𝘵𝘦𝘳𝘱𝘰𝘭𝘢𝘵𝘦𝘴 𝘵𝘩𝘦 𝘷𝘦𝘳𝘵𝘦𝘹 𝘢𝘵𝘵𝘳𝘪𝘣𝘶𝘵𝘦𝘴."
• 𝘈𝘯𝘥 𝘸𝘪𝘵𝘩 𝘵𝘩𝘰𝘴𝘦, 𝘭𝘰𝘢𝘥𝘴 𝘢𝘯𝘥 𝘪𝘯𝘵𝘦𝘳𝘱𝘰𝘭𝘢𝘵𝘦𝘴 𝘵𝘩𝘦 𝘷𝘦𝘳𝘵𝘦𝘹 𝘢𝘵𝘵𝘳𝘪𝘣𝘶𝘵𝘦𝘴."
"𝘛𝘩𝘦𝘯 𝘢 𝘮𝘢𝘵𝘦𝘳𝘪𝘢𝘭 𝘴𝘩𝘢𝘥𝘦𝘳 𝘱𝘦𝘳 𝘱𝘪𝘹𝘦𝘭:
• 𝘓𝘰𝘢𝘥𝘴 𝘵𝘩𝘦 𝘷𝘪𝘴 𝘣𝘶𝘧𝘧𝘦𝘳
• 𝘓𝘰𝘢𝘥𝘴 𝘵𝘩𝘦 𝘵𝘳𝘪𝘢𝘯𝘨𝘭𝘦 𝘥𝘢𝘵𝘢
• 𝙏𝙧𝙖𝙣𝙨𝙛𝙤𝙧𝙢𝙨 𝙩𝙝𝙚 3 𝙫𝙚𝙧𝙩𝙚𝙭 𝙥𝙤𝙨𝙞𝙩𝙞𝙤𝙣𝙨 𝙩𝙤 𝙩𝙝𝙚 𝙨𝙘𝙧𝙚𝙚𝙣
"𝘛𝘩𝘦𝘯 𝘢 𝘮𝘢𝘵𝘦𝘳𝘪𝘢𝘭 𝘴𝘩𝘢𝘥𝘦𝘳 𝘱𝘦𝘳 𝘱𝘪𝘹𝘦𝘭:
• 𝘓𝘰𝘢𝘥𝘴 𝘵𝘩𝘦 𝘷𝘪𝘴 𝘣𝘶𝘧𝘧𝘦𝘳
• 𝘓𝘰𝘢𝘥𝘴 𝘵𝘩𝘦 𝘵𝘳𝘪𝘢𝘯𝘨𝘭𝘦 𝘥𝘢𝘵𝘢
• 𝙏𝙧𝙖𝙣𝙨𝙛𝙤𝙧𝙢𝙨 𝙩𝙝𝙚 3 𝙫𝙚𝙧𝙩𝙚𝙭 𝙥𝙤𝙨𝙞𝙩𝙞𝙤𝙣𝙨 𝙩𝙤 𝙩𝙝𝙚 𝙨𝙘𝙧𝙚𝙚𝙣