You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Using quaternions internally would be more compact (fewer allocations!) and would avoid the potential issue of basis directions becoming denormalized/non-orthogonal after repeated rotations. On the other hand, using quaternions could mean that placeIn/relativeTo would be slower (a bit more math to do) and would mean that anything that called Frame3d.xDirection (directly, or indirectly via Frame3d.xAxis etc.) would require allocating a new Direction3d value instead of simply returning the internal Direction3d. To be benchmarked!
The text was updated successfully, but these errors were encountered:
One issue to keep in mind: it's also necessary to be able to represent left-handed frames. Is it sufficient to just have an internal Bool flag? Is there a better way?
Using quaternions internally would be more compact (fewer allocations!) and would avoid the potential issue of basis directions becoming denormalized/non-orthogonal after repeated rotations. On the other hand, using quaternions could mean that
placeIn
/relativeTo
would be slower (a bit more math to do) and would mean that anything that calledFrame3d.xDirection
(directly, or indirectly viaFrame3d.xAxis
etc.) would require allocating a newDirection3d
value instead of simply returning the internalDirection3d
. To be benchmarked!The text was updated successfully, but these errors were encountered: