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Both Chunk and Ginja have game support for quaternion rotation parameters in the NJS_OBJECT. Both of them define the ang structure members as the imaginary part of the quaternion, reinterpreting them as floats, and add a new float to the end of the structure called re_quat which is the real part of the quaternion; the definition matches those found in Ninja2.
SA2B (GC/HD/PC) has been tested and has full support for this rotation type. In fact all it's NJS_OBJECT structures are 4 bytes larger than currently defined in the SA2 Mod Loader headers, this includes Basic objects.
Right now, SAMDL completely ignores the EVAL_QUATERNION object flag and interprets the ang member as NJS_Angles, making the result essentially random. With SAIO now supporting quaternion objects, having support for them in SAMDL would allow for correctly viewing these object types and exporting them to alternative file formats, such as NJA.
The text was updated successfully, but these errors were encountered:
Both Chunk and Ginja have game support for quaternion rotation parameters in the
NJS_OBJECT
. Both of them define theang
structure members as the imaginary part of the quaternion, reinterpreting them as floats, and add a new float to the end of the structure calledre_quat
which is the real part of the quaternion; the definition matches those found in Ninja2.SA2B (GC/HD/PC) has been tested and has full support for this rotation type. In fact all it's
NJS_OBJECT
structures are 4 bytes larger than currently defined in the SA2 Mod Loader headers, this includes Basic objects.Right now, SAMDL completely ignores the
EVAL_QUATERNION
object flag and interprets theang
member asNJS_Angle
s, making the result essentially random. With SAIO now supporting quaternion objects, having support for them in SAMDL would allow for correctly viewing these object types and exporting them to alternative file formats, such as NJA.The text was updated successfully, but these errors were encountered: