Hi guys,

Please help me. I'm really stuck at trying to implement a Quaternion
based free camera. My current approach is this:

ON EACH UPDATE::

- Get yaw pitch and roll increase
- Create quaternions for yaw, pitch and roll (for example
Quaternion.fromAxisAngle(Vector3D.X_AXIS, pitch))
- Multiply together in order pitch * yaw * roll to get new temp
quaternion
- Multiply cameraRotation quaternion by this new temp quaternion
- Calculate target by doing
cameraRotation.rotatePoint(Vector3D.Z_AXIS);
- Calculate up by doing cameraRotation.rotatePoint(Vector3D.Y_AXIS);
- lookAt(trget, up)

Needless to say this doesn't work. I just get the tiniest amount of
movement and it isn't what is expected at all. Would someone be able
to explain the correct approach?

Thanks!!

James

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