// // // //Rotate Points in XZ-Plane vector rotAxis = set(0,1,0); // Set rotation axis to Y (we're working on '2D' here) vector N = set(1,0,0); //set Normal to x axis. // create a 3x3 orientation matrix using N and rotAxis as the principal axes. matrix3 m = maketransform(N, rotAxis); // now rotate this matrix around the N axis over time. float someAngle = 13; float angle = radians(someAngle); rotate(m, angle, rotAxis); p@orient = quaternion(m);