public static void LookAt(FPVector3 forward, FPVector3 upwards, out FPMatrix result) { FPVector3 zaxis = forward; zaxis.Normalize(); FPVector3 xaxis = FPVector3.Cross(upwards, zaxis); xaxis.Normalize(); FPVector3 yaxis = FPVector3.Cross(zaxis, xaxis); result.M11 = xaxis.x; result.M21 = yaxis.x; result.M31 = zaxis.x; result.M12 = xaxis.y; result.M22 = yaxis.y; result.M32 = zaxis.y; result.M13 = xaxis.z; result.M23 = yaxis.z; result.M33 = zaxis.z; }
public static TSQuaternion AngleAxis(FP angle, FPVector3 axis) { axis = axis * FP.Deg2Rad; axis.Normalize(); FP halfAngle = angle * FP.Deg2Rad * FP.Half; TSQuaternion rotation; FP sin = FP.Sin(halfAngle); rotation.x = axis.x * sin; rotation.y = axis.y * sin; rotation.z = axis.z * sin; rotation.w = FP.Cos(halfAngle); return(rotation); }