I’ve now overhauled both the SceneNode and Camera classes to base all their rotations around quaternions instead of angle/axes. This gives me both efficiency and flexibility for the future, especially in terms of rotation interpolation. And the good thing is that it doesn’t make the classes any harder to use, because you can still interact with them using simple commands like roll/yaw/pitch – internally though they’re a lot smarter.

As I’ve mentioned in the ChangeLog I will next implement the attachment of Cameras to SceneNodes so you can have Cameras tracking other scene objects by having their position/orientation based on other nodes in the scene.


The SceneNode quaternion implementation made it into the snapshot I uploaded a couple of days ago (see the downloads page); the Camera update came after this though so you’ll have to get that from the CVS repository at the moment until I do another snapshot in a week or two.