Maybe it's something we've fixed? I added your code:
Quaternion qNewOrientation;
Vector axis;
float angle;
AngleQuaternion( QAngle(0,90,0), qNewOrientation );
QuaternionAxisAngle( qNewOrientation, axis, angle );
Msg(Q:Axis: %.2f %.2f %.2f ::
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Ok I see what my problem was, I was concatting my base Quaternion with the
Quaternion I created using the angle, which messed up the angle result. The
reason I did that was because I'm working on 6 degrees of freedom, and I
wasn't sure if I have
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