Is there some unity3d function that will rotate a vector and return a new vector.
Like vector (5,0,0) rotated 0,180,90 degrees would return
vector (0,5,0)?
Thanks,
Dan
Unity Community |
Is there some unity3d function that will rotate a vector and return a new vector.
Like vector (5,0,0) rotated 0,180,90 degrees would return
vector (0,5,0)?
Thanks,
Dan
Trying to port cinematic sciences from blink3d to unity3d and working on other scientific applications using Unity.
You can multiply the vector with the rotation:Originally Posted by whimsicaIs there some unity3d function that will rotate a vector and return a new vector.
Code:
Note: there is only one allowed order of multiplication. (I believe I got it right as rotation * vector, but I did not test the example).
That worked.
Is there some documentation on quaternions and what you can do with them in terms of vector or quaternion math?
For example can you multiply quaternions, what is the result?
A quaternion multiplied by a vector3 what is the result?
etc..
Thanks.
Dan
Trying to port cinematic sciences from blink3d to unity3d and working on other scientific applications using Unity.
The Quaternion reference page does discuss the two possible multiplications:Originally Posted by whimsicaFor example can you multiply quaternions, what is the result?
A quaternion multiplied by a vector3 what is the result?
http://unity3d.com/support/documenta..._multiply.html
It does, however, do it in the usual brief 'Unity reference style', which may not help you much if you don't already know what a quaternion is .
in which case there's always wikipedia
http://en.wikipedia.org/wiki/Quaternion
it's a quaternion (representing a composite rotation of the 2 quaternion: rotate by the first quaternion and then by the second. Note multiplication is not commutative, just like the order in which you apply the rotations matters)For example can you multiply quaternions, what is the result?
it is a vector (rotated by the quaternion)A quaternion multiplied by a vector3 what is the result?
I need help regarding rotating a vector using a quaternion.
Code:
Code:
I would expect both codes to output similarly but it's not happening. Am I using the quaternion to rotate the vector wrongly?