guides:tips-on-quaternion
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”).
guides/tips-on-quaternion.txt · Last modified: 2021/02/23 11:57 by minotorious