Three.js:Quaternion not working as exepcted












0















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 '18 at 11:07
















0















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 '18 at 11:07














0












0








0








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




share|improve this question










asked Nov 20 '18 at 1:45









MapperMapper

1315




1315













  • Can you please demonstrate the issue with a live example?

    – Mugen87
    Nov 20 '18 at 11:07



















  • Can you please demonstrate the issue with a live example?

    – Mugen87
    Nov 20 '18 at 11:07

















Can you please demonstrate the issue with a live example?

– Mugen87
Nov 20 '18 at 11:07





Can you please demonstrate the issue with a live example?

– Mugen87
Nov 20 '18 at 11:07












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