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- 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);
- }
- }
- }
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