示例#1
0
    void OnDrawGizmos()
    {
        Quaternion a = Quaternion.Euler(firstRotation);
        Quaternion b = Quaternion.Euler(secondRotation);

        GizmosForQuaternion.Dot(origin, a, b, 6f);
    }
    void OnDrawGizmos()
    {
        Quaternion startQ = Quaternion.Euler(start);
        Quaternion endQ   = Quaternion.Euler(end);

        GizmosForQuaternion.Dot(origin, startQ, endQ, 6f);
    }
示例#3
0
    void OnDrawGizmos()
    {
        Quaternion startQ = Quaternion.Euler(start);
        Quaternion endQ   = Quaternion.Euler(end);

        GizmosForQuaternion.Lerp(Vector3.zero, startQ, endQ, Mathf.Clamp(timeCount / lerpTime, 0, 1), BaseVectorDirection.right, 6f);
    }
    void OnDrawGizmos()
    {
        Quaternion fromQ = Quaternion.Euler(fromAsEulerAngles);
        Quaternion toQ   = Quaternion.Euler(toAsEulerAngles);

        GizmosForQuaternion.RotateTowards(Vector3.zero, fromQ, toQ, BaseVectorDirection.right, 6);
    }
示例#5
0
    void OnDrawGizmos()
    {
        GizmosForQuaternion.SetLookRotation(origin, forward, upwards);
        Quaternion q = Quaternion.identity;

        //
        q.eulerAngles = new Vector3(45, 0, 0);
    }
    void OnDrawGizmos()
    {
        Quaternion startQ = Quaternion.Euler(start);
        Quaternion endQ   = Quaternion.Euler(end);


        GizmosForQuaternion.Lerp(Vector3.zero, startQ, endQ, t, BaseVectorDirection.right, 6f);
    }
    void OnDrawGizmos()
    {
        Quaternion fromQ;

        fromQ = transform.rotation;
        Quaternion toQ = Quaternion.Euler(to);

        GizmosForQuaternion.RotateTowards(Vector3.zero, fromQ, toQ, BaseVectorDirection.right, 6);
    }
    void OnDrawGizmos()
    {
        // GizmosForQuaternion.FromToRotation(transform.position, Vector3.right, transform.right);
        GizmosForQuaternion.ToAngleAxis(transform.position, exampleQuaternion, BaseVectorDirection.right);
        float halfAxisLenght = 2;

        UnityEditor.Handles.color = new Color32(162, 0, 255, 255);
        Gizmos.color = new Color32(162, 0, 255, 255);
        //  GizmosForVector.DrawVector(transform.position - axis.normalized * halfAxisLenght,
        //              axis.normalized, halfAxisLenght * 2, Gizmos.color);
    }
示例#9
0
    void OnDrawGizmos()
    {
        Quaternion startQ = Quaternion.Euler(startRotation);
        Quaternion endQ   = Quaternion.Euler(endRotation);


        GizmosForQuaternion.LerpUnclamped(Vector3.zero, startQ, endQ, t, BaseVectorDirection.right, 6f);
        GizmosForQuaternion.SlerpUnclamped(Vector3.zero, startQ, endQ, t, BaseVectorDirection.right, 9f);

        //  GizmosForQuaternion.DrawQuaternion(origin, Quaternion.Lerp(startQ, endQ, t),Color.green);
    }
示例#10
0
    void OnDrawGizmos()
    {
        Quaternion startQ = Quaternion.Euler(startRotation);

        if (useBuiltinDirection)
        {
            GizmosForQuaternion.AngleAxis(origin1, angle, axis, startQ, builtinDirection);
        }
        else
        {
            GizmosForQuaternion.AngleAxis(origin1, angle, axis, startQ, customDirectionn);
        }
    }
    void OnDrawGizmos()
    {
        Quaternion startQ = Quaternion.Euler(eulerAngles);

        if (useBuiltinDirection)
        {
            GizmosForQuaternion.ToAngleAxis(origin, startQ, builtinDirection);
        }
        else
        {
            GizmosForQuaternion.ToAngleAxis(origin, startQ, customDirectionn);
        }
    }
    void OnDrawGizmos()
    {
//		GizmosForQuaternion.DrawQuaternion (origin, customDirectionn, Color.red, 11, true);
        Quaternion startQ = Quaternion.Euler(startRotation);

        if (useBuiltinDirection)
        {
            GizmosForQuaternion.ToAngleAxis(origin, startQ, builtinDirection);
        }
        else
        {
            GizmosForQuaternion.ToAngleAxis(origin, startQ, customDirectionn);
        }
    }
示例#13
0
    void OnDrawGizmos()
    {
        Quaternion fromQ = Quaternion.Euler(from);
        Quaternion toQ   = Quaternion.Euler(to);

        if (useBuiltinDirection)
        {
            GizmosForQuaternion.RotateTowards(origin, fromQ, toQ, builtinDirection, 6);
        }
        else
        {
            GizmosForQuaternion.RotateTowards(origin, fromQ, toQ, customDirectionn);
        }
    }
    void OnDrawGizmos()
    {
        Quaternion startQ = transform.rotation;
        Quaternion endQ   = Quaternion.Euler(end);

        if (useBuiltinDirection)
        {
            GizmosForQuaternion.Slerp(origin, startQ, endQ, builtinDirection, 6f);
        }
        else
        {
            GizmosForQuaternion.Slerp(origin, startQ, endQ, customDirectionn, 6f);
        }
    }
    void OnDrawGizmos()
    {
        Quaternion startQ = Quaternion.Euler(eulerAnglesA);
        Quaternion endQ   = Quaternion.Euler(eulerAnglesB);

        if (useBuiltinDirection)
        {
            GizmosForQuaternion.Angle(origin: origin, startRotation: startQ, endRotation: endQ, builtinDirection: builtinDirection, lenght: 6);
        }
        else
        {
            GizmosForQuaternion.Angle(origin: origin, startRotation: startQ, endRotation: endQ, customDirection: customDirectionn, lenght: 6);
        }
    }
    void OnDrawGizmos()
    {
        Quaternion startQ = Quaternion.Euler(start);
        Quaternion endQ   = Quaternion.Euler(end);

        if (useBuiltinDirection)
        {
            GizmosForQuaternion.SlerpUnclamped(origin, startQ, endQ, howFuther, builtinDirection, 6f);
        }
        else
        {
            GizmosForQuaternion.SlerpUnclamped(origin, startQ, endQ, howFuther, customDirectionn, 6f);
        }
    }
示例#17
0
 void OnDrawGizmos()
 {
     GizmosForQuaternion.AngleAxis(Vector3.zero, angle, axis, Quaternion.identity, BaseVectorDirection.right);
 }
示例#18
0
 void OnDrawGizmos()
 {
     GizmosForQuaternion.ToAngleAxis(origin, q);
     GizmosForQuaternion.ToAngleAxis(origin + Vector3.right * 9, qInverse);
 }
示例#19
0
    void OnDrawGizmos()
    {
        Quaternion startQ = Quaternion.Euler(euler);

        GizmosForQuaternion.Inverse(origin, startQ, 6f);
    }
 void OnDrawGizmos()
 {
     GizmosForQuaternion.SetFromToRotation(origin: origin, fromDirection: start, toDirection: end);
 }
 void OnDrawGizmos()
 {
     GizmosForQuaternion.ToAngleAxis(transform.position, quaternionCreatedFromEulerAngles, BaseVectorDirection.right);
 }
示例#22
0
 void OnDrawGizmos()
 {
     GizmosForQuaternion.LookRotation(origin, forward, upwards);
     //GizmosForQuaternion.LookRotation(origin, forward);
 }
示例#23
0
 void OnDrawGizmos()
 {
     GizmosForQuaternion.LookRotation(origin, forward, upwards);
     //  GizmosForQuaternion.Angle(origin, Quaternion.identity, q, BaseVectorDirection.forward);
 }
    void OnDrawGizmos ()
	{
		GizmosForQuaternion.ToAngleAxis (transform.position, exampleQuaternion, BaseVectorDirection.right);
	}