Quaternion qu = camera->orientation();angleY = (currentPoint.x-previousPoint.x) * factX; angleX = (currentPoint.f-previousPoint.y) * factY;
qu = AbraCadabra(qu, AngleX, AngleY);
camera->setOrientation(qu);
x_new = x * cos(a) - y * sin(a);y_new = x * sin(a) + y * cos(a);z_new = z
C++ (Qt)QMatrix4x4 rotateMatrix;rotateMatrix.rotate(angle, 0.447, 0.894)