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
