Open MarkF2 opened 9 years ago
q = [ cos(t/2), sin(t/2), sin(t/2), sin(t/2)] 1.) rotate 10 degrees about z axis = [cos(10/2), 0, 0, sin(10/2) ] (if trig functions are in radians then multiply by π/180 before applying them)
2.) 10 π/180 axis of rotation (this is your angular velocity) apply this in the addScaled method with scale 1 (rotateBy is for combining rotations)
Sorry...I have been staring at this too long, and thought I would ask for help.
quaternion.rotateByVector is not having the effect that I am expecting.
Can someone post simple examples: setOrientation(); --> Is default orientation along the x-axis? (I assume yes: If I use getAxisVector(0), I get (1,0,0))