// Update is called once per frame void Update() { v2 = UnityEditor.TransformUtils.GetInspectorRotation(t); v3 = t.localEulerAngles; q = t.localRotation; RotationalComponents c1 = RotationalComponents.FromEuler(v2); RotationalComponents c2 = RotationalComponents.FromEuler(v3); q2 = c1.UnityQuaternion; q3 = c2.UnityQuaternion; transformMatrixWorldToLocal = t.worldToLocalMatrix; transformMatrixLocalToWorld = t.localToWorldMatrix; //t.localRotation = q3; t.localEulerAngles = t.localRotation.eulerAngles; }
public static RotationalComponents FromEuler(Vector3 euler) { RotationalComponents c = new RotationalComponents((double)euler.x, (double)euler.y, (double)euler.z); return(c); }