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guides:tips-on-quaternion

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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), 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”).

guides/tips-on-quaternion.1587654539.txt.gz · Last modified: 2020/04/23 11:08 by vjraymon

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