Rotation, the very basics
Posted: Wed Jun 08, 2005 9:44 pm
Hi forum,
I've got some problems with getting quaternion-based rotation right.
What I want to do is, write a simple method like
void myObject::roll(float angle);
What it shall do is, rotate the object about its z-Axis in OBJECTSPACE.
So, if my object is currently looking at 2/1/0, this method shall rotate
it around an axis pointing to 2/1/0.
myObject-class objects have their current orientation stored in a quaternion, so actually this orientation has to be rotated.
I'm sure what I want is pretty easy, so any short hint is welcome.
cu,
The Lord
I've got some problems with getting quaternion-based rotation right.
What I want to do is, write a simple method like
void myObject::roll(float angle);
What it shall do is, rotate the object about its z-Axis in OBJECTSPACE.
So, if my object is currently looking at 2/1/0, this method shall rotate
it around an axis pointing to 2/1/0.
myObject-class objects have their current orientation stored in a quaternion, so actually this orientation has to be rotated.
I'm sure what I want is pretty easy, so any short hint is welcome.
cu,
The Lord