Alright, so this is how I am doing it:
float xrot = 0;
float yrot = 0;
float zrot = 0;
Quaternion q = new Quaternion().fromRotationMatrix(player.model.getRotation());
if (q.getW() > 1) {
q.normalizeLocal();
}
float angle = (float) (2 * Math.acos(q.getW()));
double s = Math.sqrt(1-q.getW()*q.getW());
// test to avoid divide by zero, s is always positive due to sqrt
// if s close to zero then direction of axis not important
if (s < 0.001) {
// if it is important that axis is normalised then replace with x=1; y=z=0;
xrot = q.getXf();
yrot = q.getYf();
zrot = q.getZf();
// z = q.getZ();
} else {
xrot = (float) (q.getXf() / s); // normalise axis
yrot = (float) (q.getYf() / s);
zrot = (float) (q.getZf() / s);
}
But it doesn't seem to work when I try to put it into use:
player.model.addTranslation(xrot * player.speed, 0, zrot * player.speed);
AddTranslation takes 3 numbers to move my model by than many spaces (x, y, z), but hen I give it the numbers above it doesn't move the model in the direction it has been rotated (on the XZ plane)
Why isn't this working?
Edit: new code, though it's about 45 degrees off now.
Vector3 move = new Vector3();
move = player.model.getRotation().applyPost(new Vector3(1,0,0), move);
move.multiplyLocal(-player.speed);
player.model.addTranslation(move);