How to rotate an entity by it own local axis?
I have a weird behavior when I do:
Entity.Transform.Rotation.Y += 0.01f;
The entity rotates AND scales.
Ok Rotation is Quaternion. But how to use this to rotate a entity relative by one axis without affacting the other axis the scale?
In another case I have a cylinder rotated in editor to X: 90, Y: 0, Z: 0. To use it as a wheel.
To set the wheel angle I have to rotate the Z axis without reset the X axis.
How to rotate enities by own local axis and / or global world axis?