Esempio n. 1
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        /// <summary>
        /// From a Vector director, Get the quaternion representing this vector
        /// the up vector can be Vector3.up if you have no reference.
        /// </summary>
        /// <param name="vectorDirector"></param>
        /// <param name="upNormalized">default is Vector3.up</param>
        /// <returns>Quaternion representing the rotation of p2 - p1</returns>
        public static Quaternion QuaternionFromVectorDirector(Vector3 vectorDirector, Vector3 upNormalized)
        {
            Matrix4x4  rotationMatrix = ExtMatrix.LookAt(vectorDirector, vectorDirector * 2, upNormalized);
            Quaternion rotation       = rotationMatrix.ExtractRotation();

            return(rotation);
        }
Esempio n. 2
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        /// <summary>
        /// From a Line, Get the quaternion representing the Vector p2 - p1
        /// the up vector can be Vector3.up if you have no reference.
        /// </summary>
        /// <param name="p1">point 1</param>
        /// <param name="p2">point 2</param>
        /// <param name="upNormalized">default is Vector3.up</param>
        /// <returns>Quaternion representing the rotation of p2 - p1</returns>
        public static Quaternion QuaternionFromLine(Vector3 p1, Vector3 p2, Vector3 upNormalized)
        {
            Matrix4x4  rotationMatrix = ExtMatrix.LookAt(p1, p2, upNormalized);
            Quaternion rotation       = rotationMatrix.ExtractRotation();

            return(rotation);
        }