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guides:tips-on-quaternion [2020/04/22 19:10] – created vjraymonguides:tips-on-quaternion [2020/04/23 18:44] vjraymon
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 ====== Custom component : tips about quaternion ====== ====== Custom component : tips about quaternion ======
 +
 +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), 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:+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:
  
 <code lua> <code lua>
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 </code> </code>
  
-Note: You can check that cosp*cosp + sinp*sinp is near 1+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").
guides/tips-on-quaternion.txt · Last modified: 2021/02/23 11:57 by minotorious

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