If you can post the full code of your quaternion operation may be I can help 
then . 

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On Apr 30, 2011, at 1:52 PM, vangojames <[email protected]> wrote:

> 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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