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Calculating transform of arrow model pointing at some point in 3D space
I'm working on a 3D flight game and I'd like to implement a simple "navigation arrow" pointing at the next waypoint in world which the player has to fly to.
I have position of both airplane (=camera) ...
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vote
3answers
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Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat
I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it:
Quaternion a = Quaternion.Invert(getRotation(m));
...