Three.js:Quaternion not working as exepcted











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I am trying to use quaternion in my application:



var squareMesh = new THREE.Mesh(square, squareMaterial);
var quaternion = new THREE.Quaternion(x,y,z,w);
squareMesh.applyQuaternion(quaternion)


I receive x,y,z,w as inputs from another application.



So I expect suqareMesh to rotate about its axis, with its position unchanged.



But what I observe is that squareMesh is positioned at some distance away from its original position.



What is missing in my understanding here?










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  • Can you please demonstrate the issue with a live example?
    – Mugen87
    Nov 20 at 11:07















up vote
0
down vote

favorite












I am trying to use quaternion in my application:



var squareMesh = new THREE.Mesh(square, squareMaterial);
var quaternion = new THREE.Quaternion(x,y,z,w);
squareMesh.applyQuaternion(quaternion)


I receive x,y,z,w as inputs from another application.



So I expect suqareMesh to rotate about its axis, with its position unchanged.



But what I observe is that squareMesh is positioned at some distance away from its original position.



What is missing in my understanding here?










share|improve this question






















  • Can you please demonstrate the issue with a live example?
    – Mugen87
    Nov 20 at 11:07













up vote
0
down vote

favorite









up vote
0
down vote

favorite











I am trying to use quaternion in my application:



var squareMesh = new THREE.Mesh(square, squareMaterial);
var quaternion = new THREE.Quaternion(x,y,z,w);
squareMesh.applyQuaternion(quaternion)


I receive x,y,z,w as inputs from another application.



So I expect suqareMesh to rotate about its axis, with its position unchanged.



But what I observe is that squareMesh is positioned at some distance away from its original position.



What is missing in my understanding here?










share|improve this question













I am trying to use quaternion in my application:



var squareMesh = new THREE.Mesh(square, squareMaterial);
var quaternion = new THREE.Quaternion(x,y,z,w);
squareMesh.applyQuaternion(quaternion)


I receive x,y,z,w as inputs from another application.



So I expect suqareMesh to rotate about its axis, with its position unchanged.



But what I observe is that squareMesh is positioned at some distance away from its original position.



What is missing in my understanding here?







three.js quaternions






share|improve this question













share|improve this question











share|improve this question




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asked Nov 20 at 1:45









Mapper

715




715












  • Can you please demonstrate the issue with a live example?
    – Mugen87
    Nov 20 at 11:07


















  • Can you please demonstrate the issue with a live example?
    – Mugen87
    Nov 20 at 11:07
















Can you please demonstrate the issue with a live example?
– Mugen87
Nov 20 at 11:07




Can you please demonstrate the issue with a live example?
– Mugen87
Nov 20 at 11:07

















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