Original Post
I'm trying to do some 3D rotations and this is the first time I ever have tried to so I'm haveing a lot of troubles. What I so far have done is implementing a quaternion class and that's pretty much it. I don't understand it and I don't know much about rotation matrices. My game is like the following: A hoovercraft is travelling over a heightmap. I have connected a spring node to a scaled interpolated normal of the terrain surface and when the hoover is to be drawn i want to to be rotated accordingly to the normal between it's position and that flying spring node. So basically I just want to find out some angles, a matrix or how it's done and rotate the ship. Also I need to find the forward vector of the hoovercraft so I can use it to add force coming from the engines and fire off some rockets etc etc :D I think I need a detailed explanation for this and probably some source code for how the matrices are added multiplied in OpenGL, else I won't be getting anywhere with this!