|
|
@@ -112,7 +112,7 @@ How to use these tables to speficy a certain rotation:
|
|
|
|
|
|
Quaternion objects can be used as often as you want, so give them meaningfull names, like `roll90, pitch45, yaw180`.
|
|
|
|
|
|
-link:http://gpwiki.org/index.php/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation[More about Quaternions]…
|
|
|
+link:http://moddb.wikia.com/wiki/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation[More about Quaternions]…
|
|
|
|
|
|
|
|
|
== Code Sample
|
|
|
@@ -140,7 +140,7 @@ cylinder.updateGeometry();
|
|
|
You can specify two rotations, and then have jme calculate (interpolate) the steps between two rotations:
|
|
|
|
|
|
* com.jme3.math.Quaternion, slerp() – store an interpolated step between two rotations
|
|
|
-** link:http://javadoc.jmonkeyengine.org/com/jme/math/Quaternion.html[com.jme.math.Quaternion]
|
|
|
+** link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html[com.jme3.math.Quaternion]
|
|
|
** link:http://javadoc.jmonkeyengine.org/com/jme/math/TransformQuaternion.html[com.jme.math.TransformQuaternion]
|
|
|
|
|
|
|