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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} |