Searched refs:targetRotation (Results 1 – 2 of 2) sorted by relevance
75 protected float targetRotation = rotation; field in ChaseCamera281 targetRotation += value * rotationSpeed; in rotateCamera()346 if (targetRotation - rotation > trailingRotationInertia) { in updateCamera()347 targetRotation = rotation + trailingRotationInertia; in updateCamera()348 } else if (targetRotation - rotation < -trailingRotationInertia) { in updateCamera()349 targetRotation = rotation - trailingRotationInertia; in updateCamera()375 targetRotation = FastMath.TWO_PI - FastMath.acos(a.dot(b)); in updateCamera()377 targetRotation = FastMath.acos(a.dot(b)); in updateCamera()379 … if (targetRotation - rotation > FastMath.PI || targetRotation - rotation < -FastMath.PI) { in updateCamera()380 targetRotation -= FastMath.TWO_PI; in updateCamera()[all …]
56 Quaternion targetRotation = targetTransform.getRotation(); in bakeConstraint() local59 float[] targetAngles = targetRotation.toAngles(null); in bakeConstraint()