Quaternion VEX node
Takes an angle and an axis and constructs the quaternion representing the rotation about that axis.
The input axis should be normalized.
To get Quaternion rotation:
Angle(in Radian) and the normalized axis to the Quaternion VOP.
You then need to convert the Quaternion (vector4) to a Matrix 4×4.
Quaternion To Matrix3VOP.
Append a Matrix3 to Float VOP.
Append a Float to Matrix VOP.
Multiply the positional vector by the Matrix VOP to get the rotation. :)
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