I am making an attempt to find out the transformation steps (place, scale, rotation) wanted to be utilized to an object in order that two factors, domestically positioned in that object, line up with two world house positions.
The setup at the moment is:
- E is a prefab with two remodel youngsters (A, B)
- Transforms C and D are additionally inside a prefab (F)
- We’ve got a world place, scale and rotation that F will instantiate with
- Previous to any instantiation, calculate the transformation that should happen for E to finish up in the precise place.
The answer I’ve in the meanwhile is shut however the rotation by no means appears to line up completely, affecting the positioning.
public static (Vector3, Quaternion, Vector3) GetChildPosLeg(
Remodel topReference, // A
Remodel bottomReference, // B
Remodel topTarget, // C
Remodel bottomTarget, // D
Vector3 scale // Scale of root instantiated object
)
{
// World topTarget
Vector3 topTargetPos = (Vector3.Scale(topTarget.place, scale));
Vector3 bottomTargetPos = (Vector3.Scale(bottomTarget.place, scale));
// Scale
float refDist = Vector3.Distance(topReference.place, bottomReference.place);
float targetDist = Vector3.Distance(topTargetPos, bottomTargetPos);
float scaleRatio = targetDist / refDist;
Vector3 finalScale = new Vector3(0.5f, 1f, 0.5f) * scaleRatio;
// Rotation
Vector3 targetDir = topTarget.place - bottomTarget.place;
Vector3 refDir = bottomReference.localPosition - topReference.localPosition;
Quaternion objectRotation = Quaternion.FromToRotation(refDir, targetDir);
// Place
Vector3 childNodePos = Vector3.Scale(topReference.localPosition, finalScale);
childNodePos = objectRotation * childNodePos;
Vector3 finalPosition = topTargetPos + childNodePos;
return (finalPosition, objectRotation, finalScale);
}