Unity-WebSocket/Assets/FishNet/Runtime/Plugins/GameKit/Dependencies/Utilities/Quaternions.cs
2025-06-28 11:28:54 +03:30

64 lines
2.6 KiB
C#

using UnityEngine;
namespace GameKit.Dependencies.Utilities
{
public static class Quaternions
{
/// <summary>
/// Returns how fast an object must rotate over duration to reach goal.
/// </summary>
/// <param name="goal">Quaternion to measure distance against.</param>
/// <param name="duration">How long it should take to move to goal.</param>
/// <param name="interval">A multiplier applied towards interval. Typically this is used for ticks passed.</param>
/// <returns></returns>
public static float GetRate(this Quaternion a, Quaternion goal, float duration, out float angle, uint interval = 1, float tolerance = 0f)
{
angle = a.Angle(goal, true);
return angle / (duration * interval);
}
/// <summary>
/// Subtracts b quaternion from a.
/// </summary>
public static Quaternion Subtract(this Quaternion a, Quaternion b) => (Quaternion.Inverse(b) * a);
/// <summary>
/// Adds quaternion b onto quaternion a.
/// </summary>
public static Quaternion Add(this Quaternion a, Quaternion b) => (a * b);
/// <summary>
/// Returns if two quaternions match.
/// </summary>
/// <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>
/// <returns></returns>
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);
}
/// <summary>
/// Returns the angle between two quaterions.
/// </summary>
/// <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>
/// <returns></returns>
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);
}
}
}
}