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, (0,1,0)
.
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?