THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/12/2004 at 09:52, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.500
Platform: Mac ;
Language(s) : C.O.F.F.E.E ; C++ ;
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I've been storing HPB rotations in my file format I export from C4D and load them in to a quaternion to use in game. Now I'm noticing some of the rotations are upside down or translated in the wrong direction (which is probably not related to any rotations going on), so I figured post my code and see if I'm doing anything wrong.
LVQuaternion::LVQuaternion(float H, float P, float B)
{
*this = LVQuaternion(H, 0,1,0) * LVQuaternion(P, 1,0,0) * LVQuaternion(B, 0,0,1);
}
Where one of the constructors excepts any angle in degrees and the axis to rotate around.
Am I doing anything blatently wrong? Is the order wrong?
Thanks,
Derek