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40 lines
1.2 KiB
C#

1 year ago
using UnityEngine;
namespace Timeline.Samples
{
public static class QuaternionUtils
{
const float k_FloatMin = 1e-10f;
public static readonly Quaternion zero = new Quaternion(0f, 0f, 0f, 0f);
public static Quaternion Scale(this Quaternion q, float scale)
{
return new Quaternion(q.x * scale, q.y * scale, q.z * scale, q.w * scale);
}
public static Quaternion NormalizeSafe(this Quaternion q)
{
float dot = Quaternion.Dot(q, q);
if (dot > k_FloatMin)
{
float rsqrt = 1.0f / Mathf.Sqrt(dot);
return new Quaternion(q.x * rsqrt, q.y * rsqrt, q.z * rsqrt, q.w * rsqrt);
}
return Quaternion.identity;
}
public static Quaternion Blend(this Quaternion q1, Quaternion q2, float weight)
{
return q1.Add(q2.Scale(weight));
}
public static Quaternion Add(this Quaternion rhs, Quaternion lhs)
{
float sign = Mathf.Sign(Quaternion.Dot(rhs, lhs));
return new Quaternion(rhs.x + sign * lhs.x, rhs.y + sign * lhs.y, rhs.z + sign * lhs.z, rhs.w + sign * lhs.w);
}
}
}