you just need to rewrite (and post here!) the quat routines so they can directly operate on a minb3d matrix
I've given you all the code you need and more and I'm a little busy and as other people could make use I think its fair enough!
I'd also recommend dropping the Tvec3 object and just use 3 floats instead, while a Tvec3 is in theory the more OO way to go (cause you can then build a whole bunch of vector operations) in this case its just too unwieldy
I'm itching to know how you intend to deal with issues such as gyroscopic inertia btw >:)
mail me via my profile if you become badly unstuck!
I've given you all the code you need and more and I'm a little busy and as other people could make use I think its fair enough!
I'd also recommend dropping the Tvec3 object and just use 3 floats instead, while a Tvec3 is in theory the more OO way to go (cause you can then build a whole bunch of vector operations) in this case its just too unwieldy
I'm itching to know how you intend to deal with issues such as gyroscopic inertia btw >:)
mail me via my profile if you become badly unstuck!