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- Quaternion relativeOrientation = Quaternion.identity * Quaternion.Euler((-VC.targetHeading + 90) * new Vector3(1, 0, 0));
- relativeOrientation = relativeOrientation * Quaternion.Euler((VC.targetPitch) * new Vector3(0, 0, 1));
- relativeOrientation = relativeOrientation * Quaternion.Euler((VC.targetRoll + 90) * new Vector3(0, 1, 0));
- Vector3d CoM, north, east;
- CoM = AV.CoM;
- Vector3 up = (CoM - AV.mainBody.position).normalized;
- north = Vector3d.Exclude(up, (AV.mainBody.position + AV.mainBody.transform.up * (float)AV.mainBody.Radius) - CoM).normalized;
- east = Vector3d.Cross(up, north);
- Quaternion goalOrientation = Quaternion.LookRotation(north, east) * relativeOrientation;
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