示例#1
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        /// <a href="http://bit.ly/2Os3WLf">One person's left is another person's up. More importantly the gyroscope in the phone sees forward as the Z axis while Unity likes to use Y for that. This function also changes the chirality (handedness).</a>
        public static Quaternion SwitchAxis(this Quaternion q, Trig.Direction pivot)
        {
            q.Set(-q.x, -q.y, -q.z, -q.w); // change chirality
            int   left = otherAxes[pivot.Ord, 0], right = otherAxes[pivot.Ord, 1];
            float swap = q[left];

            q[left]  = q[right];
            q[right] = swap;
            return(q.Normalise());
        }
示例#2
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        /// <a href="http://bit.ly/2RhdaZl">Rotate quaternion around an axis by a specified number of degrees then normalise</a>
        public static Quaternion AroundAxis(this Quaternion q, Trig.Direction axis, float degrees)
        {
            var rotateBy = Quaternion.AngleAxis(degrees, axis.Vector);

            return(rotateBy * q);
        }
示例#3
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 /// <a href="http://bit.ly/2RezNxw">Gyro is right-handed while Unity is left-handed - so change chirality</a>
 public static Quaternion RightToLeftHanded(this Quaternion q, Trig.Direction axis)
 {
     q[axis.Ord] = -q[axis.Ord];
     q.w         = -q.w;
     return(q);
 }