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               Question by 
               VerrucaG · Apr 08, 2014 at 07:14 PM · 
                quaternionsnapping  
              
 
              Combining two rotations to look at the mouse while snapping to terrain
Hi all, I've got a transform which is rotating to match the normal rotation of the ceiling whilst in a trigger box called GravityVolume:
 if (Physics.Raycast (GlobalVariables.playerPivotPoint.transform.position, up, hit))
             {
                 if(hit.collider.tag == "StaticEnvironment" && GravityVolumeParameters.connectsToCeilingStatic == true)
                 {
 
                         Debug.DrawRay (GlobalVariables.playerPivotPoint.transform.position, up, Color.green);
                         isOrienting = true;
                         hitNormal = hit.normal;
                         
                 }
  rayHitRotation = Quaternion.FromToRotation(transform.up, hitNormal) * transform.rotation;
  transform.localRotation = Quaternion.Lerp(transform.rotation, rayHitRotation, orientationPullStrength * Time.deltaTime);
 
               I've also got a Vector3 direction from the player transform to the mouse position which I lerp towards when not in GravityVolumes called mouseDirectionFromPlayer:
 var lookRot = Quaternion.LookRotation(mouseDirectionFromPlayer);
 transform.rotation = Quaternion.Lerp(transform.rotation, lookRot, 10 * Time.deltaTime);
 
               So far I've been unable to combine the two rotations so the player both looks at the mouse and snaps to the normals of the ceiling. Does anyone know how I could achieve this? Thanks
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