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quaternion.rotateZ(angle)
seems to rotate the quaternion about some to me undefinable axis doing this on screen
via debug console seems to makes a rotation of 90 degree turn, = 5156.620156177409 rad do 12 turns before it is in the same position again.. ofcourse this should only be 4 turns..
however, my turret tracking code, rotated the turrets odd away from me
so instead i tried to use quaternion.rotate(vector,angle)... however just entering
a vector like this
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quaternion.rotate(0,1,0,5156.62~)
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let aVector = new Vector3D()
//then later....
aVector = (0,1,0)
while setting the vector at initialization time will work fine and therefore buoy repair is in the clear..
is all this expected behavior ? or one or two a genuine bug/s.
with a "good" vector Q.rotate(vector,angle) works fine.. and producing very different results than Q.rotateY/X/Z(angle)
Cheers Frame...