Here is my function:
Code: Select all
void TurnNode(irr::scene::ISceneNode* node,const core::vector3df &rot)
{
core::matrix4 m;
m.setRotationDegrees(node->getRotation());
core::matrix4 n;
n.setRotationDegrees(rot);
m *=n;
node->setRotation(m.getRotationDegrees());
node->updateAbsolutePosition();
}
f32 NodeYaw(irr::scene::ISceneNode* node)
{
return node->getAbsouteTransformation().getRotationDegrees().Y;
//return node->getRotation().Y; //<-tried this too
}
PS the X/Pitch reading getRotation.X seems to be as expected :/