MackeyK24 Posted April 30, 2018 Share Posted April 30, 2018 Hi Guys... For the toolkit, I am creating a layer of UNITY-LIKE Game Mechanic API. Kinda like how unreal has a Chart Called "UnrealEngine for Unity Developers" where they would OUTLINE how the same thing you do in Unity you would do in Unreal. For Example: In Unity there is a TON of game mechanic code that in Unity: Quaternion.Euler(x, y, z) but for use Babylon that would be more of a BABYLON.Quaternion.RotationYawPitchRoll(Y, X, Z). Note the XYZ ---> YXZ So I have a Util Function Called: BABYLON.Utilities.Euler(X, Y, Z) that simply wrap BABYLON.Qauternion.RotationYawPitchRoll(Y, X, Z) I am trying to create a matching call for Unity Quaternion.LookRotation public static Quaternion LookRotation(Vector3 forward, Vector3 upwards = Vector3.up); Parameters forward The direction to look in. upwards The vector that defines in which direction up is. Description Creates a rotation with the specified forward and upwards directions. Returns the computed quaternion. If used to orient a Transform, the Z axis will be aligned with forward/ and the Y axis with upwards if these vectors are orthogonal. Logs an error if the forward direction is zero. using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Transform target; void Update() { Vector3 relativePos = target.position - transform.position; Quaternion rotation = Quaternion.LookRotation(relativePos); transform.rotation = rotation; } } My Question is, how to make this Wrapper function for Babylon... As Always ANY Help is appreciated Quote Link to comment Share on other sites More sharing options...
trevordev Posted April 30, 2018 Share Posted April 30, 2018 Hey Mackey, since Babylon already provides a method to convert euler angles to quaternions (RotationYawPitchRoll like you mentioned), you could try to convert the forward and upwards parameters of LookRotation to a euler angle and pass those values to the existing method. I think the forward vector can be converted to yaw + pitch and the roll can be determined with the help of the up vector. See https://stackoverflow.com/questions/2782647/how-to-get-yaw-pitch-and-roll-from-a-3d-vector and http://www.jldoty.com/code/DirectX/YPRfromUF/YPRfromUF.html for guidance. Hope this helps. Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted May 1, 2018 Author Share Posted May 1, 2018 7 hours ago, trevordev said: Hey Mackey, since Babylon already provides a method to convert euler angles to quaternions (RotationYawPitchRoll like you mentioned), you could try to convert the forward and upwards parameters of LookRotation to a euler angle and pass those values to the existing method. I think the forward vector can be converted to yaw + pitch and the roll can be determined with the help of the up vector. See https://stackoverflow.com/questions/2782647/how-to-get-yaw-pitch-and-roll-from-a-3d-vector and http://www.jldoty.com/code/DirectX/YPRfromUF/YPRfromUF.html for guidance. Hope this helps. Yo @trevordev or @Deltakosh I dont suppose you could write out real quick a little babylon version of Quat.LookRotation... PLEASE Quote Link to comment Share on other sites More sharing options...
trevordev Posted May 1, 2018 Share Posted May 1, 2018 It appears there is already a lookAt method that the cameras were using. I wrapped them to give the same signature you are asking for. Give this a shot. https://playground.babylonjs.com/#DMIA2P#1 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted May 2, 2018 Author Share Posted May 2, 2018 10 hours ago, trevordev said: It appears there is already a lookAt method that the cameras were using. I wrapped them to give the same signature you are asking for. Give this a shot. https://playground.babylonjs.com/#DMIA2P#1 Thanks Bro... I am gonna try these Util Function in my toolkit Managed API /** Returns a new Quaternion set from the passed vector position. */ public static LookRotation(position:BABYLON.Vector3):BABYLON.Quaternion { var result:BABYLON.Quaternion = BABYLON.Quaternion.Zero(); BABYLON.Utilities.LookRotationToRef(position, result); return result; } /** Returns a new Quaternion set from the passed vector position. */ public static LookRotationToRef(position:BABYLON.Vector3, result:BABYLON.Quaternion):void { BABYLON.Utilities.TempMatrix.reset(); BABYLON.Matrix.LookAtLHToRef(BABYLON.Utilities.ZeroVector, position, BABYLON.Utilities.UpVector, BABYLON.Utilities.TempMatrix) BABYLON.Utilities.TempMatrix.invert() BABYLON.Quaternion.FromRotationMatrixToRef(BABYLON.Utilities.TempMatrix, result); } trevordev and usoban 1 1 Quote Link to comment Share on other sites More sharing options...
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