using FishNet.Documenting; using UnityEngine; namespace FishNet.Utility.Extension { [APIExclude] public static class QuaternionFN { /// /// Returns if two quaternions match. /// /// 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. /// public static bool Matches(this Quaternion a, Quaternion b, bool precise = false) { if (precise) return (a.w == b.w && a.x == b.x && a.y == b.y && a.z == b.z); else return (a == b); } /// /// Returns the angle between two quaterions. /// /// 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. /// public static float Angle(this Quaternion a, Quaternion b, bool precise = false) { if (precise) { //This is run Unitys implementation without the error tolerance. float dot = (a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w); return (Mathf.Acos(Mathf.Min(Mathf.Abs(dot), 1f)) * 2f * 57.29578f); } else { return Quaternion.Angle(a, b); } } } }