diff --git a/Source/Engine/Core/Math/Quaternion.cs b/Source/Engine/Core/Math/Quaternion.cs index 938bf48b1..ed09e7307 100644 --- a/Source/Engine/Core/Math/Quaternion.cs +++ b/Source/Engine/Core/Math/Quaternion.cs @@ -975,7 +975,7 @@ namespace FlaxEngine /// The camera look-at target. /// The camera's up vector. /// The created look-at quaternion. - public static Quaternion LookAt(Vector3 eye, Vector3 target, Vector3 up) + public static Quaternion LookAt(Vector3 eye, Vector3 target, Vector3 up = Vector3.Up) { LookAt(ref eye, ref target, ref up, out var result); return result; @@ -999,7 +999,7 @@ namespace FlaxEngine /// The camera's forward direction. /// The camera's up vector. /// The created look-at quaternion. - public static Quaternion RotationLookAt(Vector3 forward, Vector3 up) + public static Quaternion RotationLookAt(Vector3 forward, Vector3 up = Vector3.Up) { RotationLookAt(ref forward, ref up, out var result); return result; @@ -1011,7 +1011,7 @@ namespace FlaxEngine /// The forward direction. Direction to orient towards. /// Up direction. Constrains y axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel. /// The calculated quaternion. - public static Quaternion LookRotation(Vector3 forward, Vector3 up) + public static Quaternion LookRotation(Vector3 forward, Vector3 up = Vector3.Up) { LookRotation(ref forward, ref up, out var result); return result;