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Reply to rotate an entity in Realitykit
I would prefer to keep each axis angle as variables and calculate the rotation matrix each time as below: let rotationQuaternionX = simd_quatf(angle: angleX, axis: SIMD3(1, 0, 0)) let rotationQuaternionY = simd_quatf(angle: angleY, axis: SIMD3(0, 1, 0)) let rotationQuaternionZ = simd_quatf(angle: angleZ, axis: SIMD3(0, 0, 1)) box.transform.rotation = rotationQuaternionX * rotationQuaternionY * rotationQuaternionZ
Jan ’24