I want to apply a forward force in relation to the object's local axis, but the engine I'm using only allows to me apply a force over the global axis.
I have access to the object's global rotation as a quaternion. I'm not familiar with using quats however (generally untrained in advanced maths). Is that sufficient information to offset the applied force along the desired axis? How?
For example, to move forward globally I would do:
this.entity.rigidbody.applyForce(0, 0, 5);
but to keep that force applied along the object's local axis, I need to distribute the applied force in a different way along the axes, based on the object's rotational quat, for example:
w:0.5785385966300964
x:0
y:-0.815654993057251
z:0
I've researched quaternions trying to figure this out, but watching a video on what they are and why they're used hasn't helped me figure out how to actually work with them to even begin to figure out how to apply the offset needed here.
What I've tried so far was sort of a guess on how to do it, but it's wrong:
Math.degrees = function(radians) {
return radians * 180 / Math.PI;
};
//converted this from a python func on wikipedia,
//not sure if it's working properly or not
function convertQuatToEuler(w, x, y, z){
ysqr = y * y;
t0 = 2 * (w * x + y * z);
t1 = 1 - 2 * (x * x + ysqr);
X = Math.degrees(Math.atan2(t0, t1));
t2 = 2 * (w * y - z * x);
t2 = (t2 >= 1) ? 1 : t2;
t2 = (t2 < -1) ? -1 : t2;
Y = Math.degrees(Math.asin(t2));
t3 = 2 * (w * z + x * y);
t4 = 1 - 2 * (ysqr + z * z);
Z = Math.degrees(Math.atan2(t3, t4));
console.log('converted', {w, x, y, z}, 'to', {X, Y, Z});
return {X, Y, Z};
}
function applyGlobalShift(x, y, z, quat) {
var euler = convertQuatToEuler(quat.w, quat.x, quat.y, quat.z);
x = x - euler.X; // total guess
y = y - euler.Y; // total guess
z = z - euler.Z; // total guess
console.log('converted', quat, 'to', [x, y, z]);
return [x, y, z];
}
// represents the entity's current local rotation in space
var quat = {
w:0.6310858726501465,
x:0,
y:-0.7757129669189453,
z:0
}
console.log(applyGlobalShift(-5, 0, 0, quat));
Don't laugh at my terrible guess at how to calculate the offset :P I knew it was not even close but I'm really bad at math