Quaternion reverse rotation?

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You can use the Quaternion.Inverse() function. This gives back the opposite rotation. So it should reverse. You can use it this way:

 transform.rotation = Quaternion.Inverse(target.rotation);

Source: http://docs.unity3d.com/Documentation/ScriptReference/Quaternion.Inverse.html

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pixartist
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pixartist

Updated on June 04, 2022

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  • pixartist
    pixartist almost 2 years

    So I have a method that transforms a grid position into global space:

    public Vector3 GridToGlobal(IVector3 gridPos)
    {
     Vector3 globalPos = new Vector3(gridPos.x, gridPos.y, gridPos.z);
     globalPos *= Scale;
     globalPos = Container.transform.rotation * globalPos;
     return globalPos;
    }
    

    Now when I want to do the reverse, how would I go about rotating the vector into the grid space ?

    public IVector3 GlobalToGrid(Vector3 globalPos)
        {
            globalPos -= Container.transform.position;
            globalPos = Container.transform.rotation * globalPos; //this will obviously rotate in the wrong direction
            globalPos /= Scale;
            return new IVector3((int)Mathf.Round(globalPos.x), (int)Mathf.Round(globalPos.y), (int)Mathf.Round(globalPos.z));
        }
    

    Any ideas?