diff --git a/Source/Engine/Core/Math/Quaternion.cs b/Source/Engine/Core/Math/Quaternion.cs
index f3bc66f76..7dc5b6826 100644
--- a/Source/Engine/Core/Math/Quaternion.cs
+++ b/Source/Engine/Core/Math/Quaternion.cs
@@ -967,7 +967,17 @@ namespace FlaxEngine
Matrix3x3.LookAt(ref eye, ref target, ref up, out var matrix);
RotationMatrix(ref matrix, out result);
}
-
+
+ ///
+ /// Creates a left-handed, look-at quaternion.
+ ///
+ /// The position of the viewer's eye.
+ /// The camera look-at target.
+ /// The created look-at quaternion.
+ public static Quaternion LookAt(Vector3 eye, Vector3 target){
+ return LookAt(eye, target, Vector3.Up);
+ }
+
///
/// Creates a left-handed, look-at quaternion.
///
@@ -993,6 +1003,16 @@ namespace FlaxEngine
LookAt(ref eye, ref forward, ref up, out result);
}
+ ///
+ /// Creates a left-handed, look-at quaternion.
+ ///
+ /// The camera's forward direction.
+ /// The created look-at quaternion.
+ public static Quaternion RotationLookAt(Vector3 forward)
+ {
+ return RotationLookAt(forward, Vector3.Up);
+ }
+
///
/// Creates a left-handed, look-at quaternion.
///
@@ -1005,6 +1025,16 @@ namespace FlaxEngine
return result;
}
+ ///
+ /// Creates a rotation with the specified forward and upwards directions.
+ ///
+ /// The forward direction. Direction to orient towards.
+ /// The calculated quaternion.
+ public static Quaternion LookRotation(Vector3 forward)
+ {
+ return LookRotation(forward, Vector3.Up);
+ }
+
///
/// Creates a rotation with the specified forward and upwards directions.
///