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
You can multiply the vector with the rotation: Code (csharp): rotatedVector = Quaternion.Euler(0,180,90) * originalVector; 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
The Quaternion reference page does discuss the two possible multiplications: http://unity3d.com/support/documentation/ScriptReference/Quaternion-operator_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) it is a vector (rotated by the quaternion)
I need help regarding rotating a vector using a quaternion. Code (csharp): transform.position = position; transform.rotation = target.rotation; transform.Translate(0.75f, 0.80f, 2.10f); Code (csharp): position = target.rotation * position; position += new Vector3(0.75f, 0.80f, 2.10f); transform.position = position; I would expect both codes to output similarly but it's not happening. Am I using the quaternion to rotate the vector wrongly?