Timeline for How can I calculate the translation used for rotating an object with a quaternion in Unity, to use for OpenGL?
Current License: CC BY-SA 4.0
11 events
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Jan 7, 2023 at 18:23 | vote | accept | hexley | ||
Jan 7, 2023 at 18:13 | comment | added | DMGregory♦ | Anytime you're tempted to believe "Wow, Unity is doing some ridiculous non-sensical thing like adding translation every time I rotate", it helps a great deal to check your assumptions. Here you assumed the object's pivot was its visual center, which led to a lot of unnecessary confusion. (There are non-sensical things engines do, but faulty assumptions are much, MUCH more common in gamedev!) | |
Jan 7, 2023 at 18:08 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
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Jan 7, 2023 at 18:05 | answer | added | DMGregory♦ | timeline score: 0 | |
Jan 7, 2023 at 17:44 | history | edited | hexley | CC BY-SA 4.0 |
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Jan 7, 2023 at 17:40 | history | edited | hexley | CC BY-SA 4.0 |
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Jan 7, 2023 at 17:27 | history | edited | hexley | CC BY-SA 4.0 |
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Jan 7, 2023 at 17:23 | comment | added | DMGregory♦ |
"In Unity, whenever I rotate an object, it also performs a translation" I understand that you have a test case that leads you to believe this is true, however, it is not the case. Rotating a Unity quad by a quaternion rotates it about its local origin point, so that origin is unchanged before and after (ie. transform.position gives the same value before and after the rotation). You can get a translation if you're rotating the parent of an object, where that child object is placed somewhere other than the parent's origin in the parent coordinate system.
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Jan 7, 2023 at 17:06 | history | edited | hexley | CC BY-SA 4.0 |
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S Jan 7, 2023 at 16:58 | review | First questions | |||
Jan 7, 2023 at 18:25 | |||||
S Jan 7, 2023 at 16:58 | history | asked | hexley | CC BY-SA 4.0 |