you guys love to complicate things unneccesarily...
LocalToParent() allows you to totally disregard quaternion calculations and work with integers to rotate things around the global space...
and if you need to rotate something around a local space, simply make it a child, and when the parent rotates, the child will use the parents orientation as its basis for its rotation... instant local space rotations...
xingbatty's wrapping of quats into functions are a lot less than the super duper spectacular hype he was spouting...
and, your use of vector math isn't really necessary when there's a so much easier way to do it...
unless you feel you need the excercise...
--Mike
LocalToParent() allows you to totally disregard quaternion calculations and work with integers to rotate things around the global space...
and if you need to rotate something around a local space, simply make it a child, and when the parent rotates, the child will use the parents orientation as its basis for its rotation... instant local space rotations...
xingbatty's wrapping of quats into functions are a lot less than the super duper spectacular hype he was spouting...
and, your use of vector math isn't really necessary when there's a so much easier way to do it...
unless you feel you need the excercise...
--Mike