I am trying to implement 4D Meshes for a game. However, I have found a little problem, I have got no clue how to rotate things in 4-dimensional space.
I have looked across the internet and have found the following for 2-dimensions:
and the following for 3-dimensions:
However, when I search for things in 4D I don't find people that have good answers with matrixes showing the exact transformations to perform.
The code I am writing is in C# however my goal is to make this post useful for everyone so I won't post any code here (also because I have no actual rotation code right now).
The points (vertices) are currently represented as 4 float values (x,y,z,w). The rotation can be represented in any way you'd like.
If anyone has a good explanation with some matrixes or a different way Thanks!!
Alright, The guy who answered and got the bounty was wrong, I don't want to just rotate 180 degrees -_- . What about 90, what about 45, what about 69.420 or 3.432434? We need to know that as well.
So I did actually figure it out myself yesterday. You just select a plane, for example xy That means the zw coordinates will change. Now use the 2D matrix to rotate those points. Do this for every axis, a total of 6 to be able to rotate around every axis.