Method GetCameraRotationToTarget
GetCameraRotationToTarget(Quaternion, Vector3, Vector3)
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.
Declaration
public static Vector2 GetCameraRotationToTarget(this Quaternion orient, Vector3 lookAtDir, Vector3 worldUp)
Parameters
Type | Name | Description |
---|---|---|
Quaternion | orient | |
Vector3 | lookAtDir | The world-space target direction in which we want to look |
Vector3 | worldUp | Which way is up. Must have a length of 1. |
Returns
Type | Description |
---|---|
Vector2 | Vector2.y is rotation about worldUp, and Vector2.x is second rotation, about local right. |