On Quaternions and Vectors in 1.0

First: Congrats to the team for getting 1.0 out. It's always a mad push.

Second: Is there a "release notes" document somewhere, that documents all the changes between beta 2 and 1.0 The Readme document contains almost nothing like that, and neither does the supplied help file documentation (at least that I can find).

Third: I'd like to understand how the connect feedback system works. I suggested you add a vector-by-quaternion transform function to make it easy to rotate a vector by a quaternion. Doing it that way is a lot more efficient than going to matrix and multiplying. This suggestion was closed as "resolved" in connect a while back.
However, in 1.0, there is no Vector3.Transform() function to transform by a quaternion, there is no Quaternion function to transform a vector, and you can't use operator*() between a quaternion and a vector. So what did "resolved" really mean

And why isn't this basic function built-into the math library in the first place It's about the third function I typically implement in a new math library wrapper (right after vector dot product and cross product).



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On Quaternions and Vectors in 1.0

  • Hadrienlc

    I second this, a quaternion * vector function would be ideal. I am using quaternions to control orientation in my application. The function is relatively simple to rotate a vector by a quaternion.

  • suranga_d

    I suspect the "resolved" you saw was a result of the bug moving from the Connect database to our internal bug database for tracking.

    We'll take a look at adding this in a future release, thanks for the feedback.

    Paul



  • On Quaternions and Vectors in 1.0