示例#1
0
        /**
         *  @brief Rotates game object based on provided axis angles and relative space.
         *
         *  If relative space is SELF then the game object will rotate based on its forward vector.
         **/
        public void Rotate(TSVector eulerAngles, Space relativeTo)
        {
            TSQuaternion result = TSQuaternion.identity;

            if (relativeTo == Space.Self)
            {
                result = this.rotation * TSQuaternion.Euler(eulerAngles);
            }
            else
            {
                result = TSQuaternion.Euler(eulerAngles) * this.rotation;
            }

            result.Normalize();
            this.rotation = result;
        }
示例#2
0
 public static TSQuaternion Euler(TSVector eulerAngles)
 {
     return(TSQuaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z));
 }