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<rue_mohr>
I'v done it!!! I fixed the viewer on openscad to use a proper sphere surface drag model, so you can freely rotate the model to any orientation without hitting a gimbal lock!!!!
* myosotis
high fives rue_mohr
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<InPhase>
rue_mohr: That sounds very helpful. The gimbal chaos in OpenSCAD's viewer can get pretty bad, and the hysteresis on it makes it even worse.
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<Virindi>
...just use qats?
<Virindi>
I assume openscad uses euler angles
<Virindi>
poles are definitely annoying in the viewer, for sure
<Virindi>
I am familiar with them from the game development side :)
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<InPhase>
Virindi: The title is "Let's remove Quaternions from every 3D Engine". Provocative on purpose, but he makes a solid argument for tweaking the way we represent that concept.
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<dTal>
InPhase: I don't really understand quaternions nor the proposed replacement but my understanding is that they're completely isomorphic, i.e. when all's said and done you're performing the exact same arithmetic operations
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<InPhase>
dTal: Correct. The math wasn't wrong. It's just that the perspective of quaternions is a little opaque about what's happening.
<InPhase>
And probably this opaqueness contributes to a lot of the mystical confusion about them.
<InPhase>
It's highly abstract.
<InPhase>
That bivector approach still takes some learning, but seems to give a more geometrically grounded approach around which one can develop a better spatial intuition.
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<juri_>
geometric algebra is fun.
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<peepsalot>
weird, openscad's gimbal control has never bothered me. and I genuinely have no idea what "hysteresis" InPhase refers to
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<peepsalot>
i guess i never use the vpr.y axis
<teepee>
yeah, same for me
<teepee>
maybe just ignored the issue as it always existed :)
<dTal>
I do get annoyed at the gimbal sometimes but there's that handy little button at the far left of the row that reliably fixes everything
<teepee>
if there's a fix, that would be nice anyway. who knows, might still be awesome even not missing it right now :D
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<J22>
if you use shift to rotate
<peepsalot>
J22: yep, that's what i meant about vpr.y axis. I just never have had a reason or want to rotate the camera in that manner for the purpose of modeling
<peepsalot>
reminds me of playing that old game Descent. its nothing but a good way to disorient yourself