setFromUnitVectors method
Implementation
Quaternion setFromUnitVectors(Vector3 vFrom, Vector3 vTo) {
// assumes direction vectors vFrom and vTo are normalized
var r = vFrom.dot(vTo) + 1;
if (r < Math.epsilon) {
r = 0;
if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
_x = -vFrom.y;
_y = vFrom.x;
_z = 0;
_w = r;
} else {
_x = 0;
_y = -vFrom.z;
_z = vFrom.y;
_w = r;
}
} else {
// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
_x = vFrom.y * vTo.z - vFrom.z * vTo.y;
_y = vFrom.z * vTo.x - vFrom.x * vTo.z;
_z = vFrom.x * vTo.y - vFrom.y * vTo.x;
_w = r;
}
return normalize();
}