public static Quaternion LookRotation(Vector3 forward, Vector3 up) { return(VecMath.LookRotationSafe(forward, up)); }
public static Vector3 Slerp(Vector3 lhs, Vector3 rhs, float t) { return(VecMath.Slerp((fp3)lhs, (fp3)rhs, (fp)t)); }
public static Quaternion FromToRotation(Vector3 forward, Vector3 up) { return(VecMath.FromToRotationSafe(forward, up)); }