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Get world RotationQuaternion of a descendant


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Sorry for becoming the guy that always asks questions. I promise i look into everything quite hard before i ask here. I am after all trying to learn the wonderful world of 3D Space.


So, this time, i am trying to get the world rotation of a Mesh. This mesh is the child of several other meshes. I am trying to multiply all the quaterions of its parent together to calculate its quaterion.


Take a look: http://www.babylonjs-playground.com/#1JUUIH


I want the final blue cube to have the same rotation as the original green cube.


Now, if i take away the initial rotation of the cube by commenting out the line:

cube.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(5, 0, 0);

It works. But i am dealing with meshes that have their initial rotationQuaterion set. So after i rotate them then try to get its "world rotation" its not coming back properly. Is there some undertanding to this that i am missing?


Thanks as always :)

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First - don't be afraid to ask questions. I think I wrote it a fe times already, but I guess it's worth repeating - there are no stupid questions. Especially a question like yours, which you invested quite some time trying to understand :-)


So, first - http://www.babylonjs-playground.com/#1JUUIH#2


You were missing the last cube - you never multiplied the newRotation with the rotation of the last cube, which still has a rotationQuaternion. Is this what you were trying to achieve?

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