/// turn to face a given world-coordinate point void faceToward(const Vec3d& p, double amt=1.) { Vec3d rotEuler; Vec3d target(p - pos()); target.normalize(); Quatd rot = Quatd::getRotationTo(uf(), target); rot.toEuler(rotEuler); mTurn.set(rotEuler * amt); }
void turn(const Quatd& v) { v.toEuler(mSpin1); }