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no way to rotate object globaly


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I read in the doc that rotation is achieved before translation, but I try to have an offsetted object rotate around the 0,0,0 axis


and I cant find any way to achieve this ... 


usualy(with other engines) I offset the object on its local axis

then simply rotate it globaly with a matrix/quaterion/rotate function 


I tried different combinations of these two

mesh.translate(BABYLON.Axis.X, 3.0, BABYLON.Space.WORLD); //or LOCAL

mesh.rotate(BABYLON.Axis.Y, 1.0, BABYLON.Space.WORLD); //or LOCAL


(I wanted to rotate the object position with a quaternion, but the Quaternion lacks of regular/usual .mult(Vector) or .rotate(Vector)

and anyway, it wouldn't be what I want to achieve)


any idea ?



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Hi phil... (and hi ice and dk too) welcome to the forum.... good to have you with us.


In case you ever need such, I have a cool "bootleg" forum searcher page at http://urbanproductions.com/wingy/babylon/search/form06/form06.htm  (thx to Gryff for the gfx).


Phil... tell us about you, and your project(s), if you want.  Thanks!

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ok, but although I can make it work with rotate(), how come it does not work doing this


mesh.rotationQuaternion=mesh.rotationQuaternion.multiply(BABYLON.Quaternion.RotationAxis(new BABYLON.Vector3(0,1,0),angle*Math.PI/180));


[edit: oops my bad it works actualy :-) ]

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Hi again, Phil.




Your line is 34.


Notice line 33.  Standard mesh do not have a .rotationQuaternion by default.  It is "turned on" as needed.  https://github.com/BabylonJS/Babylon.js/blob/master/src/Mesh/babylon.abstractMesh.js#L227 (that line should look familiar).  :)  Lines 363 and 419 are also testers for the existence of a quaternion. 


Hope this helps.  Party on!

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  • 4 months later...

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