I'm trying to achieve same rotation as in scene editor but with code so object always rotate around selected axis, however if I look at angles(x,y,z) in editor they changes quite randomly
![Local node axis][1]
I've tried to use quaternions, but can't get it working
PS. my bad was using rotation property instead of orientation both SCNVector4, have read doc properly)
Seems you was really close, you had to swap parameters in GLKQuaternionMultiply
call. I used solution in https://stackoverflow.com/a/39813058/4124265 to achieve rotation only by Z
axis:
let orientation = modelNode.orientation
var glQuaternion = GLKQuaternionMake(orientation.x, orientation.y, orientation.z, orientation.w)
// Rotate around Z axis
let multiplier = GLKQuaternionMakeWithAngleAndAxis(0.5, 0, 0, 1)
glQuaternion = GLKQuaternionMultiply(glQuaternion, multiplier)
modelNode.orientation = SCNQuaternion(x: glQuaternion.x, y: glQuaternion.y, z: glQuaternion.z, w: glQuaternion.w)
To rotate arround Y
:
// Rotate around Y axis
let multiplier = GLKQuaternionMakeWithAngleAndAxis(0.5, 0, 1, 0)
glQuaternion = GLKQuaternionMultiply(glQuaternion, multiplier)
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