Hlsl rotate vector. Also, it doesn't require heavy-weight operations like .

Hlsl rotate vector. Maybe it is a major row / column convention issue.
Hlsl rotate vector A quick trip to the Great Oracle of Geekiness (Google) left me empty-handed so here’s a function that gives you a rotation matrix in GLSL… Share on:Twitter Facebook Pinterest Google Comments (15) Oct 30, 2014 · Hi, I’m currently looking for a way to draw a fragment rotated, meaning that I could pass a variable to the shader and it would draw the vertex texture rotated X degrees, always on the Y axis, just like a billboard. 5 keeps the rotation at the centre of the uvs rather than the corners. After taking care of the usual syntax differences the HLSL version compiles, but parts of the result are flipped around - as seen here, left is the original: The relevant portions of the code (original and translation) are below, for the output above I just used a dummy shader Jul 11, 2006 · AFAIK a single quaternion-vector product could be done on a CPU sequentially w/ 16 ADDs and 15 MULs, due to an algorithm using 2 cross products, a scalar addition, a vector scale, and 3 vector additions. Feb 5, 2013 · I'm working a spotlight for my deferred renderer and I'm having trouble with matching the mesh to the visual representation of the light. If y is a vector, it treated as a column vector. xyz, v ) + q. Aerospace Toolbox uses quaternions that are defined using the scalar-first convention. py has the function scipy. transforms3d has the function transforms3d. The unit for rotation angle can be selected by the parameter Unit. This function follows the above formula for two dimensional vectors to rotate the coordinates around the vec2(0. You signed in with another tab or window. Using TileSets. xy, 0, 0)); Nov 2, 2013 · First, I'm almost positive that HLSL follows DirectX and is left handed. Need to rotate object around X axis, and then use it for lighting; Dec 22, 2022 · You can use Quaternions to rotate vectors. Dec 18, 2013 · The rotation parameter in the draw method is already being used so I'm hoping to use HLSL to rotate the object. Rotation. Also, it doesn't require heavy-weight operations like Apr 2, 2015 · of the row vector with the coresponding matrix column, i. To understand the language, you will need to know how to declare variables and functions, use intrinsic functions, define custom data types and use semantics to connect shader arguments to other shaders and to the pipeline. How do I rotate the 1st orange normal based on the direction of the 2nd blue normal? I'm not a shader guy, but you have essentially two cases - rotation in 90° increments and free rotation. So rotation happens in the space after translation. A 4x4 matrix, used for 3D transforms. Default movement vector is 0,1,0 , means +y, so the object looks upward in the beginning. According to the docs x could be a scalar a vector or a matrix. h " // If you only need type information (e. Apply the rotation matrix and translate the vector back to the original coordinate system. y, q. Mar 29, 2013 · Either you first convert your quaternion into a rotation matrix first, then to 3-vector 3×3-matrix multiplication, or you do direct 3-vector quaternion multiplication, the computational effort is about the same. By convention, matrices produced by D3DX are stored in row-major order. For example, to rotate a source vector by 30 degrees the way you want, you can use AngleAxis(): Vector3 v = Quaternion. Use a quaternion instead. right Jan 7, 2013 · For objects without rotation this works fine. To get a counterclockwise view, imagine looking at an axis straight on toward the origin. This means that the translation happens first, then the rotation happens relative to the translation. Creating a Billboard Effect using HLSL Vertex Shader in Unity. Now let’s see the fundamental relation that makes it possible to rotate a point P0 around an rotation axis encoded in the quaternion q: P1 = q P0 q-1. This will rotate the x-y plane counterclockwise by $\pi/2$ radians. These functions perform the mathematical operations The rotationMatrix allows our uv to be rotated. If you try out Asteroids with this setting an it looks better: Configure Options > Save Configuration Jun 16, 2019 · I started to work with ECS and I have a Rotation component (quaternion) and a Translation component (float3). So the matrix must be transposed, that the base transformation can be applied. I can use #version 120 only. ), and these are scalarized in DXIL; small vectors while useful in a traditional graphics context do not scale well with the evolution on HLSL as a more general purpose language targetting Jul 3, 2011 · The other part of my comment was: (couldnt edit my post by accident) The reason I am confused is because the article mentioned: oPosition = Mul(modelViewProj, position); Which before in the HLSL code was the other way around. Type Declaration. Right (clockwise) is negative and left (counter clockwise) is positive. A cross For example we can use a matrix to translate a vector: More interestingly, we can use a matrix to rotate the coordinate system: Take a look at the following code for a function that constructs a 2D rotation matrix. As a simple example, I would expect to be able to do this: var turnRight = Quaternion. I already tried f_normal = model * normal; but this applies both rotation and transformation to the normals. I am writing a System that will handle user input and rotate and/or move forward the pl 2 days ago · Matrix. Jan 27, 2012 · What I don't know how to do is how to rotate a point using the rotation vec3 I have. h " # include " hlsl++/matrix_float. in header files) and don't use any functions # include " hlsl++/vector_float Jul 29, 2017 · I am in the process of translating a few shader functions (for periodic simplex noise) written for WebGL to HLSL. the dot product of the transposed column and the vector. Right now my mesh is a cone, the apex of the cone is at (0, Jan 11, 2023 · Then the product with this matrix and a column vector (column vector on right, see documentation) actually does the projection -- this seemingly contradicts that the matrix passed into the shader is transposed (that is, the result should've been correct if I had multiplied by a row vector). To create a billboard effect using HLSL vertex shader in Unity, follow these steps: Create a new Shader May 15, 2013 · because you're multipling your tangent-space normal from the right to the matrix. So for rot == 0, the matrix is basically the identity matrix + no translation. So reverse the order of the matrix multiplication. This format is definitely less intuitive than Euler angles, but it’s still readable: the xyz components match roughly the rotation axis, and the acos of w is the rotation angle (divided by 2). Therefore it's considered as a column vector, while the base vectors are in the rows of the matrix. When HLSL code says pos = mul( vector, matrix ), the matrix is expected to be row major. from_rotvec(). So, we can use the normal as the up vector, and use a constant float3(0,0,1) as the reference forward vector, and calculate a right vector with a cross product. Position3D) as it is a point, not a vector. A convenient formula for this is Rodrigues' rotation formula, which expresses rotation about an axis by an angle in terms of vector operations. “right multiplying” a vector with a matrix is when I write the vector to the right of the opartor and the matrix to the left. We can rotate a vector counterclockwise through an angle \(\theta\) around the \(x\)–axis, the \(y\)–axis, or the \(z\)–axis. As this is the first HLSL tutorial we will do a very simple HLSL program using DirectX 11 to get started. Normal) depending on the parts (raycast. You can solve the first by permutating the components and changing signs: (2,1,0) turned by 90° around z is (-1,2,0). spatial. Right, Up, and Forward. g. x, q. Dec 8, 2008 · Rotate it according to the orientation set up by the up-vector and the looking direction. The normalize HLSL intrinsic function uses the following formula: x / length(x). The inner dimension x-columns and y-rows must be equal. May 26, 2022 · JoeJ said: I would try two things: Replace float2x3 with float3x2 in shader. It rotates with the object, that's all (otherwise your Normals would break when you rotate an object). Nov 10, 2021 · I'm trying to create a vertex shader that billboards a quad. But by setting a rotation matrix as the World matrix of an effect, you are applying it to whatever is rendered with that effect activated. You can send a point or a 2d vector and set its primitives in this method (last line) to avoid memory allocation for performance. The return value applies our rotation to the uv space by multiplying the normalised uv by the rotationMatrix. Jun 8, 2020 · I need to rotate a direction vector towards another with a maximum angle in a compute shader, just like the Vector3. Jul 12, 2019 · \$\begingroup\$ @dotminic The three vectors define a coordinate system. 1¹: mad: Performs an arithmetic multiply/add operation on three cbuffer ConstantBuffer { float4x4 final; float4x4 rotation; // the rotation matrix float4 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color float3 SPACE; float alpha; // <-- Variable trying to recieve, the first 5 works! } And in c++: Rotation + movement; Rotation + movement (mouse) Click-and-move; Summary; Tools. I don't want to manually rotate the texture before calling glTexImage2D(). AngleAxis(-30, Vector3. This is what I came up with: Derive cosine from acos(A . The syntax is pretty much identical to the C language with some pre-defined types. PI/180) Jun 30, 2021 · The array operator can also be used to access a vector. I have in the C++ code: The HLSL header file implementing bit_cast<T> to support casts between scalar and vector 16-bit and 32-bit types - pm4rtx/bit_cast_hlsl Proposal: 0026-HLSL-Vectors Author(s): Anupama Chandrasekhar Sponsor: Damyan Pepper Status: Under Consideration HLSL Vectors Introduction. Edit You should not normalise your object's position (input. RotateTowards(from, to, maxAngle, 0) function does. Most resources online show the code to be some variation of the following. This function normalizes all quaternion Mar 21, 2015 · The solution is to translate the vector to a coordinate system in which the center of rotation is (0,0). x-axis : rotate[0], y-axis : rotate[1], z-axis Oct 22, 2019 · We have some media processing application, and we need ability for rotate frames. - glsl-rotate/README. This is the part you want, for a 3D rotation. Instance) rotation NormalOffset = Vector3. 1¹: lerp: Returns x + s(y - x). Jan 12, 2024 · Im trying to rotate this offset vector (raycast. e. if x is a vector, it is treated as a row vector. If quaternions are not yet normalized, the function normalizes them. FromToRotation(Vector3. May 24, 2022 · where the sub-matrix (r) is the rotation part, and the sub-vector (t) is the translation. All that is different is the default background, the Camera Perspective and 3D makes use of the z plane which is depth. dx = x of rotation center dy = y of rotation center V2 = V - [dx, dy, 0] V3 = V2 * rotation matrix Result = V3 + [dx, dy, 0] May 29, 2012 · This question may look pretty simple, but I cannot find how HLSL handles its own coordinates system. Column major matrices are slightly faster to handle on GPUs, following reasons. y to create a matrix to rotate the object instance around the y axis. (Hint: The center in texture coordinates is not the origin; it is (1/2, 1/2), and thus the rotation will be off because the rotation equations rotate about (0, 0). Configure Options > Video Options > HLSL > ON. On a GPU the vector scale and vector additions are single OPs, and I assume the cross product is provided by the GPU as well. Dec 1, 2014 · In 3D programming, we store quaternions in a 4D vector: q = [x, y, z, w] where w = s and [x, y, z] = v. Which would give something like that in source code (assuming some generic vector math library): void rotate_vector_by_quaternion(const Vector3& v, const Quaternion& q, Vector3& vprime) { // Extract the vector part of the quaternion Vector3 u(q. I only wish to know where is (0,0) located (Upper left corner or lower left corner), and since I am a total beginner with these shaders concepts, I am unable to deduct it by myself. post-multiplication. Sep 14, 2018 · If your plane normal vector is normalized: inline float3 projectOnPlane( float3 vec, float3 normal ) { return vec - normal * dot( vec, normal ); } Feb 15, 2018 · I will set up in the blueprint to get the rotation of the actor on tick, but for the time being and for debugging purposes I have left the x, y, and z rotation of the actor as the scalar parameters “X” “Y” and “Z” respectively. The other confusing thing is that I multiply a vector by a matrix in the vertex shader with the vector on the left, yet that works fine in both glsl and hlsl. You want the rotation to happen first. The answer to your question is matrix multiplication - you can rotate objects by applying the same rotation matrix to the points of the object. Oct 26, 2013 · All you need to specify is the rotation axis and the amount of rotation and they will output a rotation matrix which can then be applied to a point. *cross( q. Rotate UV in GLSL. Jul 14, 2014 · But in case you need to perform quaternion rotation in glsl (for example you can use quats to save memory) then you can use this code for rotating vector by normalized quaternion: vec3 quat_transform( vec4 q, vec3 v ) { return v + 2. I can gather rotation changes in phone. The normalized x parameter. Reload to refresh your session. n = quatrotate(q,r) calculates the resulting vector following the passive rotation of initial vector r by quaternion q and returns a final vector n. You will also need a 3D model or a point cloud to apply the billboard effect to. where P1 is the rotated point and q-1 is the inverse of the quaternion q. If x is a vector, it treated as a row vector. Or, consider it 90 but change the formula to: radians = -degrees * (Math. XMQuaternionSlerp Interpolates between two unit quaternions, using spherical linear interpolation. The rotation has the pivot at the center. axangles. (DirectX HLSL), which reinterpret the bit representation of a number into the target data type. Oct 29, 2013 · In addition, animate the flare by rotating it as a function of time (rotate the color and grayscale textures at different rates). Any suggestions on how to implement this? In the above image, the blue surface normal is almost horizontal, so the 2nd normal map is being applied to an almost vertical surface, thus the orange normal map vector is rotated further. gl_Position = project * (view * model * billbrd_pos + vec4(position. x [in] The x input value. Here's a graphical visualization of what I want to do: Up is the world up vector Feb 23, 2021 · $\begingroup$ Say we take $(1,0,0)$ as the vector we wish to rotate to the position$(0,1,0)$ and we first choose the axis of rotation to be $(0,0,1)$. hpp> EDIT 2: When you want to rotate the dome "towards" a given direction you can get your totation axis by using the cross-product between the direction and you "up" vector of the dome. May 4, 2018 · vectors should have the same magnitude after rotation which is clearly not the case (unless you want to rotate around some point other than (0,0,0) which is also nowhere mentioned. i've tried, no luck with both matrix layout Mar 31, 2015 · When trying to pass a vector to a rotator, by default it creates a “Rotation from XVector” conversion: This is a weird conversion imo, shouldn’t there be a default one that just grabs (x, y, z) and turns it to a rotat&hellip; // The quickest way, expensive in compile times but good for fast iteration # include " hlsl++. This needs to happen inside the compute shader, since I cannot send the needed values from and to the GPU for performance reasons. Oct 27, 2024 · To follow this guide, you should have a basic understanding of Unity and HLSL shader programming. shader Use the polygon snippet to draw a shape and rotate it with the rotate() function. We have Vertex Shader in HLSL with follow code: struct VS_INPUT { float4 Pos : POSITION; float Here a version that cares the rotate direction. ) Jun 20, 2021 · Not sure what exactly you are trying to do. w; // Do the math vprime = 2 Cg/HLSL can also accept uniform keyword, but it is not necessary: uniform float4 _MyColor; Property types in ShaderLab Unity’s language for defining the structure of Shader objects. Instead we could have chosen the axis of rotation to be $(1,1,0)$ and rotate by $\pi$ radians around that axis. Nov 18, 2022 · I'm trying to rotate a texture inside vertex shader. If you want to get just the angle, you must normalize both vectors before doing the dot product. Adding 0. However, you can determine what rule it follows by just making a test. if x is a vector, y is treated as a row-major matrix; if y is a vector, x is treated as a column-major matrix; b. Something went wrong, because changing of the light position and the object position to the same range at scene cause an incorrect lighting. If the length of the x parameter is 0, the result is indefinite. For free rotation, you can multiply vectors with rotation matrices. I have tried almost everything and as far as I can tell this is more of a 3D math problem. It looks this one should be more efficient because we do not need transpose on CPU side. . Hum… Going down to the basics like that, I would’nt recommend computing the normal vector that way. Sep 25, 2018 · Might be a silly question but couldn’t find an answer… Given a matrix and a vector, whats the proper way to apply rotation only on the vector? ie no scale and translation. z); // Extract the scalar part of the quaternion float s = q. Apr 23, 2009 · How do you rotate a vector by a quaternion? Apologies for this very simple question, but I just can’t find the operation in the Unity scripting reference. If you take 3d rotation matrices for pitch (rotation around x) and yaw (rotation around y) and you multiply them together, the different parts of the matrix will be equal to the coordinates of those three vectors, e. If you are new to MAME then you may want to run vector games with HLSL enabled, as it will greatly improve the visuals of the vector lines, glow, flicker etc vs the default output. For example this: So what I’ve done yet is to pass a direction vector to the vertex shader and (I think) I managed Oct 26, 2011 · 8 thoughts on “How to Compute the Position and Normal in the Vertex Shader in OpenGL (GLSL) and Direct3D (HLSL)” HiroshimaCC 2011/10/26 at 15:22. the top-left value of the matrix will equal the x coordinate of the right vector. Nov 17, 2009 · Given two 3D vectors A and B, I need to derive a rotation matrix which rotates from A to B. Jan 11, 2013 · GLSL rotation about an arbitrary axis 11th of January 2013. 1¹: log10: Returns the base-10 logarithm of x. But in Unity a 2D project and a 3D project is the same. (You can see the proof in Computer Graphics, Principles and Practice, 3rd ed, on which I'm the lead author, among other places. vec2 rotate(vec2 uv, vec2 pivot, float angle) { mat2 rotation = mat2(vec2(sin(angle Aug 19, 2020 · Return Value. [0,x,y,z]. More info See in Glossary map to Cg/HLSL variable types this way: Color and Vector properties map to float4, half4 or fixed4 variables. You can omit the transposition, if youre switch the multiplication to Jun 17, 2014 · This issue is known as pre- vs. Returns the length of the vector v. B) Derive sine from asin(|A x B| / (|A| * |B|)) Use A x B as axis of rotation; Use matrix given near the bottom of this page (axis angle) Need a help with rotation in hlsl shader. If (x,y) is my 2D vector, I expand it with 1 to take into account the translation, hence: EDIT: You can also try to use GTX Extensions (Experimental) by including <glm/gtx/rotate_vector. HLSL has supported vectors in a limited capacity (int3, float4, etc. In GLSL, you can "print" vectors by setting fragment color equal to the vector. Jan 23, 2015 · And if you want to rotate it clockwise, notice that your angle is -90 degrees instead of 90. GitHub Gist: instantly share code, notes, and snippets. hlsl This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. And after that you have to postmultiply with the modelview matrix. May 5, 2017 · We do not conduct transpose on CPU side, and use mul (matrix, vector) in HLSL. Oct 19, 2019 · Hi, I am stuck at converting something done in CPU to a compute shader program, i’m a bit new to this, i was wondering if someone can help me figure out how i can write Quaternion*Vector3 , which is basically a vector rotation Please help, Nov 20, 2013 · Use the clip HLSL intrinsic function to simulate clipping planes if each component of the x parameter represents the distance from a plane. Simple: don't. I don’t want the vertex to be displaced, only the texture. To review, open the file in an editor that reveals hidden Unicode characters. Jan 6, 2018 · $\begingroup$ Actually, the R-matrix you've given above comes from Rodrigues' formula, which is pretty simple to prove. xyz, cross( q. If (x,y) is my 2D vector, I expand it with 1 to take into account the translation, hence: Jul 9, 2021 · In this article. Then just consider the color components of the fragment and you know what the vector equals. $\endgroup$ Shader functions to facilitate rotation of vertex around point with a quaternion (Unity / HLSL / Cg) - Quaternion. Jan 26, 2023 · The easiest way to think of a rotation matrix is three vectors that are pointing in the directions you want each axis of an object to be aligned to. up) * sourceVect; Turn your 3-vector into a quaternion by adding a zero in the extra dimension. We use GPU. h " // If you care about compile times in your cpp files # include " hlsl++/vector_float. and i am trying to rotate its movement vector so i can move the object where it points. Instead of multiplying two matrices the dot product just multiplies a row with a column. It looks like it works, I'll leave it here in case anybody needs it. I have a pointer to a texture that, for my purpose, is rotated counterclockwise by 90 degrees. Does this then follow through meaning that: a. Specifically, upVector should be rotated around the planeNormal axis by the desired roll angle; then the calculation of rightVector and all the vertex positions will incorporate the rotation, too. new(1,0,0) and if i had like a orientation of 90 degrees it would be something like RotatedVector = Vector3. if y is a vector, it is treated as a column vector. The rotation is being implemented in a HLSL shader. Mar 29, 2012 · Note that the translation is on the right side of the matrix, not the left. Yaw-pitch-roll is a terrible way to encode an orientation, especially for an animation system. Every component of a vector must be of the same type. Thanks! Edit: guess I wasn’t clear enough, I meant in HLSL not in c#…) Jul 28, 2024 · AngleAxis3x3. axangle2mat() and sci. A vector dot product will compute the cosine of the angle between two vectors, scaled by the length of both vectors. Maybe it is a major row / column convention issue. You can declare vector variables by using the scalar type name of the vector's contents with the number of components it contains: TypeComponents Name Apr 4, 2018 · I have a direction vector (A) that is pointing upward (0, 1, 0) and I want to be able to rotate it to another direction in a shader but only on one axis, in this case, the Z axis. You signed out in another tab or window. transform. The dot product means simply that you make a translation first and then rotate. This matrix type uses a row vector layout. In this case, the vector and the result are column vectors. May 8, 2023 · A basic rotation of a vector in 3-dimensions is a rotation around one of the coordinate axes. Nov 7, 2018 · So to take an input vector (x, y, z) and select just the y component, you'd place a Swizzle node by right-clicking and selecting New node -> Math (Vectors) -> Swizzle, then double-click it to access its properties and enter the string "y" to output just the y component as its own pin. rotateBy method, or something. With HLSL, you can program shaders at an algorithm level. HLSL program files are composed of global variables, type defines, vertex shaders, pixel shaders, and geometry shaders. I would have expected the ‘*’ operator to work, or there to be a vector. But for rotated models the lighting is rotated as well which, of course, shouldn't be the case. Reading quaternions. - dmnsgn/glsl-rotate Dec 7, 2013 · The parameters for HLSL's mul( x, y) indicated here: say that. Rotates the input vector In around the axis Axis by the value of Rotation. new(0,0,1) Is there a way to do this / is this possible? I'm trying to rotate a texture in a fragment shader, instead of using the vertex shader and matrix transformations. Jun 20, 2022 · In this article. Jul 15, 2024 · A vector is a data type that contains between one and four scalar components. Thanks for your help! GLSL rotation functions with matrices: 2D and 3D (with X/Y/Z convenience functions) available both as ES modules strings and as GLSL files for use with glslify. Rotate About Axis Node Description. Aug 14, 2014 · Both the glsl and hlsl spec, from what I can tell, says they should do a row vector multiply if the vector is on the left hand side, which it is. You can not rotate an object by changing it's normals. It is essentially rotating the UV coordinates that you are doing. forward, Vector3. y [in] The y input value. w*v ); } Oct 31, 2019 · No place has answer for the question: "Do all trigonometric functions of HLSL use radians?" I just found at Microsoft that parameters of functions must be: Each component should be a floating-point value within the range of -1 to 1. The x, y, and z of this matrix's translation vector correspond to the fields m41, m42, m43. 1¹: log2: Returns the base-2 logarithm of x. Also after rotation usually you leak some of the magnitude to other axises your y,z are all zero that is true only in special cases (while rotation by multiples of Jan 12, 2021 · The same thing can be done without an HLSL node too, but all I was doing was the same trig math on the UV coordinates that you’re doing in HLSL, just not with an HLSL node. The reason for that is that the normals are not rotated. You switched accounts on another tab or window. Introduction; Creating a new TileSet; Merging several atlases into a single atlas; Adding collision, navigation and occlusion to the TileSet; Assigning custom metadata to the TileSet's tiles; Creating terrain sets (autotiling) Assigning properties Oct 16, 2020 · Without any of the /Zpr or /Zpc HLSL compiler options, when your HLSL code says pos = mul( matrix, vector ) the matrix is expected to be column major. It's 4 values rather than 3, and the code for rotation is well-known. Computes a rotation quaternion based on a vector containing the Euler angles (pitch, yaw, and roll). May 20, 2022 · where the sub-matrix (r) is the rotation part, and the sub-vector (t) is the translation. 1¹: lit: Returns a lighting vector (ambient, diffuse, specular, 1) 1¹: log: Returns the base-e logarithm of x. Updated Framework Dec 31, 2016 · According to HLSL's mul documentation: mul(x, y) Multiplies x and y using matrix math. This combination of values outputs a clockwise rotation. This can be done Dec 1, 2014 · In 3D programming, we store quaternions in a 4D vector: q = [x, y, z, w] where w = s and [x, y, z] = v. 0) point. The algorithm works fine when rendering in a quad with a square shape, but when the quad has a rectangular shape the render result gets messed up. md at main · dmnsgn/glsl-rotate Aug 28, 2015 · That is, given a up vector and a non-orthogonal target-up vector, how can we transform the position by rotating its up vector? I need this so I can get the vertex position only affected by the object's rotation matrix, which I don't have access to. Dec 18, 2024 · Quaternion. This is my original vertex shader: So essentially quaternions store a rotation axis and a rotation angle, in a way that makes combining rotations easy. Jan 30, 2013 · The problem is that i can't understand the math behind rotation matrices. Remarks. Display the resultant texture on each face of a cube. Jun 26, 2015 · UPDATE: I modified the code so that now the shader receives a rotation parameter instanceRotation (in radians) and use the instanceRotation. There is no doubt in my mind that this is the correct course of action. Now if you multiply by a new quaternion, the vector part of that quaternion will be the axis of one complex rotation, and the scalar part is like the cosine of the rotation around that axis. To produce proper results you have to pre-multiply. I'm not here asking for code but I feel like I'm GLSL rotation functions with matrices: 2D and 3D (with X/Y/Z convenience functions) available both as ES modules strings and as GLSL files for use with glslify. muqslg tcowm sattq oivljpz deq glp hbhpg dmr cxlv koy
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