forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			43 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			43 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using FishNet.Documenting;
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using UnityEngine;
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namespace FishNet.Utility.Extension
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{
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    [APIExclude]
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    public static class QuaternionFN
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    {
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        /// <summary>
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        /// Returns if two quaternions match.
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        /// </summary>
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        /// <param name="precise">True to use a custom implementation with no error tolerance. False to use Unity's implementation which may return a match even when not true due to error tolerance.</param>
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        /// <returns></returns>
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        public static bool Matches(this Quaternion a, Quaternion b, bool precise = false)
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        {
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            if (precise)
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                return (a.w == b.w && a.x == b.x && a.y == b.y && a.z == b.z);
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            else
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                return (a == b);
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        }
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        /// <summary>
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        /// Returns the angle between two quaterions.
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        /// </summary>
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        /// <param name="precise">True to use a custom implementation with no error tolerance. False to use Unity's implementation which may return 0f due to error tolerance, even while there is a difference.</param>
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        /// <returns></returns>
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        public static float Angle(this Quaternion a, Quaternion b, bool precise = false)
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        {
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            if (precise)
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            {
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                //This is run Unitys implementation without the error tolerance.
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                float dot = (a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w);
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                return (Mathf.Acos(Mathf.Min(Mathf.Abs(dot), 1f)) * 2f * 57.29578f);
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            }
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            else
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            {
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                return Quaternion.Angle(a, b);
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            }
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        }
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    }
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} |