I'm using a right-handed coordinate system with
(0,0,-1) = forward,
(1,0,0) = right and
(0,1,0) = up. PhysX version is 3.3.0.
I have a unit vector which represents the axis around which my actor is supposed to be able to rotate,
The problem is, if I build a quaternion rotation from that vector, like so:
physx::PxQuat q = (0, physx::PxVec3(0, 1, 0));
and use that for the joint, the actor will actually rotate around the direction of the rotation around the axis:
However, what I want is this:
In the second case I used
(0,0,1) as axis and 90 degree as rotation and used that to build the quaternion.
So, how can I use my axis
(0,1,0) and actually get the rotation as shown in the second video?