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);
    }
    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#4
0
 void OnDrawGizmos()
 {
     GizmosForQuaternion.ToAngleAxis(origin, q);
     GizmosForQuaternion.ToAngleAxis(origin + Vector3.right * 9, qInverse);
 }
 void OnDrawGizmos()
 {
     GizmosForQuaternion.ToAngleAxis(transform.position, quaternionCreatedFromEulerAngles, BaseVectorDirection.right);
 }
    void OnDrawGizmos ()
	{
		GizmosForQuaternion.ToAngleAxis (transform.position, exampleQuaternion, BaseVectorDirection.right);
	}