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
Author by
pixartist
Updated on June 04, 2022Comments
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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?