-
-
Notifications
You must be signed in to change notification settings - Fork 3.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Godot uses JPL style quaternions instead of Hamilton #6271
Comments
Where should we add such a note? |
When I last asked GDQuest our residential uiux person, he said that most people don't read the docs, and that putting it in the tooltips of Quaternion is probably the most usable place. If that doesn't work at least in the help browser xml. |
|
Your Godot version:
godotengine/godot@0c23a2c
Issue description:
Godot uses JPL style quaternions instead of Hamilton. We should add a note somewhere so people don't get frustrated why their math doesn't work.
https://fzheng.me/2017/11/12/quaternion_conventions_en/
https://arxiv.org/abs/1801.07478
This is a report so it doesn't get lost.
The math for conversion from JPL or Hamilton is take x,y,z,w where x,y,z is the axis and multiply the axis by -1. W is the scalar like 1.
URL to the documentation page:
Not that familiar.
The text was updated successfully, but these errors were encountered: