I am working on a project similar to the labyrinth marble game. I am attempting to change either the direction of gravity or the direction of a force according to the tilt of the markers.
I am stuck trying to convert the rotation (quaternion) into the proper direction (vector3). I'm sorry, but my physics isn't very good.
I can get the rotation of a markenode via markerNode.WorldTransformation.Decompose(out markerScale,out markerRot, out markerTrans);. However, I'm not sure how to use this resulting quaternion. Can someone point me in the right direction?
The end result i want is either the proper direction of gravity or the direction to apply a force to the marble so it will roll in the expected direction (needing a vector3 when all is said and done).