Can I do math between types.
Vector multiplied by quaternion or matrix and return the resulting vector?
Vector3 _out = Vector3(0.0f,0.0f,-1.0f); Vector3 _euler = Vector3(45.0f,45.0f,0.0f); float _distance = 10.f; Quaternion _rotation; Vector3 _pos; _rotation.FromEulerAngles(_euler.x,_euler.y,_euler.z); _pos = (_out*_rotation)*_distance;
It seems that I can rotate Nodes, but not nessisarily vectors.
And I’m not seeing anything under the Quaternion and Vector3 class information
or maybe something like
_pos = _out.rotate(_rotation); _pos.scale(_distance);// or _pos.multiply(_distance);
aaannnnnddd I found some stuff in 19_VehicleDemo.as
lines 194-221 HandlePostUpdate()
When i was trying it, before seeing that I was getting some errors:
“No matching operator that takes the types ‘Vector3’ and ‘Quaternion’ found”