# Quat.Delta

```
static Quat Delta(Quat from, Quat to)
```

Creates a quaternion that goes from one rotation to another.

Quat from | The origin rotation. |

Quat to | And the target rotation! |

RETURNS: Quat | The quaternion between from and to. |

```
static Quat Delta(Vec3 from, Vec3 to)
```

Creates a rotation that goes from one direction to another. Which is comes in handy when trying to roll something around with position data.

Vec3 from | The origin direction. |

Vec3 to | And the target direction! |

RETURNS: Quat | The quaternion between from and to. |

## Examples

```
Pose spherePose = new Pose(-1, 0, 1, Quat.Identity);
Quat sphereDelta = Quat.Identity;
Vec3 oldPalmPos;
void SpinningSphere()
{
// Draw a sphere that you can spin around with your right hand!
Vec3 palmPos = Input.Hand(Handed.Right).palm.position - spherePose.position;
if (palmPos.Length < 0.3f)
{
sphereDelta = Quat.Delta(oldPalmPos.Normalized, palmPos.Normalized);
}
spherePose.orientation = sphereDelta * spherePose.orientation;
oldPalmPos = palmPos;
Mesh.Sphere.Draw(matDev, spherePose.ToMatrix(0.5f));
}
```

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