Hey,
i’ve got a simple question about vectors and rotations…
i have different points of a mesh and i want to place them on a new position. Everything works well if the object has no rotation on it. so i would to rotate a direction vector with a quaternion, but i have no idea how to do that…
here is my code:
var tempVertPoint: Vector3 = daVertices[counter];
tempVertPoint.Normalize();
var tempRay: Ray = Ray(transform.position, tempVertPoint);
var tempHit: RaycastHit;
var rayCastDistance: float = 100.0;
var layerMask = 1 << 8;
layerMask = ~layerMask;
if (Physics.Raycast (tempRay, tempHit, rayCastDistance, layerMask)) {
daVertices[counter] = tempDirection*tempHit.distance*2; //And why do i have to multiply with two to get the correct position of the hit point?
}
thanks for help!