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); } }
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); }