32 lines
989 B
C#
32 lines
989 B
C#
|
|
////////////////////////////////////////////////////////////////////////////////
|
|||
|
|
//
|
|||
|
|
// Copyright (C) 2007-2020 , Inc. All Rights Reserved.
|
|||
|
|
//
|
|||
|
|
////////////////////////////////////////////////////////////////////////////////
|
|||
|
|
|
|||
|
|
using UnityEngine;
|
|||
|
|
|
|||
|
|
namespace GCSeries.Core.Extensions
|
|||
|
|
{
|
|||
|
|
public static class RayExtensions
|
|||
|
|
{
|
|||
|
|
////////////////////////////////////////////////////////////////////////
|
|||
|
|
// Public Extension Methods
|
|||
|
|
////////////////////////////////////////////////////////////////////////
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// Converts a Ray to a Pose based on its origin and direction
|
|||
|
|
/// vectors.
|
|||
|
|
/// </summary>
|
|||
|
|
///
|
|||
|
|
/// <returns>
|
|||
|
|
/// Pose initialized based on the origin and direction of the Ray.
|
|||
|
|
/// </returns>
|
|||
|
|
public static Pose ToPose(this Ray ray, Vector3 up)
|
|||
|
|
{
|
|||
|
|
return new Pose(
|
|||
|
|
ray.origin, Quaternion.LookRotation(ray.direction, up));
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|