Struct LocalRotation
User specified rotation in local space.
- If a TransformParent exists, the object to world matrix will be determined by the parent's transform. Otherwise, it will be a Unit matrix.
- If a TransformMatrix exists, the calculated world rortation will be stored as the rotation part of that matrix.
- If a Rotation exists, the calculated world rotation will be stored in that component data.
- If TransformParent refers to the entity this component is associated with, the calculated world rotation will be used as the rotation part in the object to world matrix for the entity associated with this component, regardless of if it is stored in a TransformMatrix.
Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetType()
Namespace: Unity.Transforms
Syntax
[Serializable]
public struct LocalRotation : IComponentData
Constructors
LocalRotation(quaternion)
Declaration
public LocalRotation(quaternion rotation)
Parameters
Type | Name | Description |
---|---|---|
quaternion | rotation |
Fields
Value
Declaration
public quaternion Value
Field Value
Type | Description |
---|---|
quaternion |