Cinemachine
UnityQuaternionExtensionsGetCameraRotationToTarget Method |
Get the rotations, first about world up, then about (travelling) local right,
necessary to align the quaternion's forward with the target direction.
This represents the tripod head movement needed to look at the target.
This formulation makes it easy to interpolate without introducing spurious roll.
Namespace: Cinemachine.Utility
Assembly: Cinemachine (in Cinemachine.dll) Version: 2.0.0.0 (2.0.0.0)
Syntax
public static Vector2 GetCameraRotationToTarget( this Quaternion orient, Vector3 lookAtDir, Vector3 worldUp )
Cinemachine.Utility.UnityQuaternionExtensions.GetCameraRotationToTarget = function(orient, lookAtDir, worldUp);
Parameters
- orient
- Type: Quaternion
[Missing <param name="orient"/> documentation for "M:Cinemachine.Utility.UnityQuaternionExtensions.GetCameraRotationToTarget(UnityEngine.Quaternion,UnityEngine.Vector3,UnityEngine.Vector3)"]
- lookAtDir
- Type: Vector3
The worldspace target direction in which we want to look - worldUp
- Type: Vector3
Which way is up
Return Value
Type: Vector2Vector2.y is rotation about worldUp, and Vector2.x is second rotation, about local right.
Usage Note
In Visual Basic and C#, you can call this method as an instance method on any object of type Quaternion. When you use instance method syntax to call this method, omit the first parameter. For more information, see Extension Methods (Visual Basic) or Extension Methods (C# Programming Guide).See Also