| 313 | } |
| 314 | |
| 315 | Quaternion Quaternion::FromDirection(const Float3& direction) |
| 316 | { |
| 317 | CHECK_RETURN_DEBUG(direction.IsNormalized(), Quaternion::Identity); |
| 318 | Quaternion orientation; |
| 319 | if (Float3::Dot(direction, Float3::Up) >= 0.999f) |
| 320 | { |
| 321 | RotationAxis(Float3::Left, PI_OVER_2, orientation); |
| 322 | } |
| 323 | else if (Float3::Dot(direction, Float3::Down) >= 0.999f) |
| 324 | { |
| 325 | RotationAxis(Float3::Right, PI_OVER_2, orientation); |
| 326 | } |
| 327 | else |
| 328 | { |
| 329 | Float3 right, up; |
| 330 | Float3::Cross(direction, Float3::Up, right); |
| 331 | Float3::Cross(right, direction, up); |
| 332 | LookRotation(direction, up, orientation); |
| 333 | } |
| 334 | return orientation; |
| 335 | } |
| 336 | |
| 337 | void Quaternion::LookRotation(const Float3& forward, const Float3& up, Quaternion& result) |
| 338 | { |
no test coverage detected