I cannot get my head around Quaternions, and have tried many combination of operators on this (after reading / viewing tutorials). No success - just shows my lack of understanding. Even tried it with angles and atan2() - but all that really showed me was what gimbal lock was. The problem I am trying to solve is:
I have a component (say A, a cube) with some rotation in the world frame of reference (doesn't actually matter what that rotation is, could be orientated any direction).
Then I have another component (say B, another cube) elsewhere in the world space. Doesn't matter what that component's rotation is, either.
What I want to get to in the end are the (Euler) angles of B relative to A, BUT relative to A's frame of reference, not world space. The reason is I want to add forces to A based on B's direction from A, which I can then do with A.rigidbody.addRelativeForce(x, y, z);
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Stuck.