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@@ -6,7 +6,7 @@ _Bad news: 3D rotation is done using matrix calculus. +
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Good news: If you do not understand calculus, there are two simple rules how you get it right._
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-*3D rotation* is a crazy mathematical operation where you need to multiply all vertices in your object by four floating point numbers; the multiplication is referred to as concatenation, the array of four numbers {x,y,z,w} is referred to as xref:ROOT:jme3/quaternion.adoc[quaternion]. Don't worry, the 3D engine does the tough work for you. All you need to know is:
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+*3D rotation* is a crazy mathematical operation where you need to multiply all vertices in your object by four floating point numbers; the multiplication is referred to as concatenation, the array of four numbers {x,y,z,w} is referred to as xref:core:math/quaternion.adoc[quaternions]. Don't worry, the 3D engine does the tough work for you. All you need to know is:
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*The Quaternion* is an object capable of deep-freezing and storing a rotation that you can apply to a 3D object.
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@@ -184,4 +184,4 @@ You can do all transformations in individual steps (and then update the objects
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* com.jme3.math.Transform, interpolateTransforms() – interpolate a step between two transformations
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** link:{link-javadoc}/com/jme3/math/Transform.html[com.jme.math.Transform]
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-* In case you missed it, see also xref:ROOT:jme3/quaternion.adoc[quaternion].
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+* In case you missed it, see also xref:core:math/quaternion.adoc[quaternion].
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