====== Tips on Quaternions ====== Since 1.5, Foundation allows to mod Custom component and links it to a fbx (see Exemple02) Assuming the local axis Y of the building is vertical (most cases), a way to compute the cosinus (named ''cosp'') and sinus (named ''sinp'') of the rotation angle of the building around the vertical is the following: local q = self:getOwner():getGlobalOrientation() local sinp = 2 * q[4] * q[2] local cosp = q[4] * q[4] - q[2] * q[2] Note: 1) You can check that ''cosp''*''cosp'' + ''sinp''*''sinp'' is near 1 2) This can be used, for instance, to convert a local direction on XZ plane (local coordonates for "translate"), to a global direction (global coordonates for "rayCast").