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39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
using UnityEngine;
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namespace QSB.Utility
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{
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public static class QuaternionHelper
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{
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// Stolen from here: https://gist.github.com/maxattack/4c7b4de00f5c1b95a33b
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public static Quaternion SmoothDamp(Quaternion rot, Quaternion target, ref Quaternion deriv, float time)
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{
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if (Time.deltaTime < Mathf.Epsilon)
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{
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return rot;
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}
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// account for double-cover
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var dot = Quaternion.Dot(rot, target);
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var multi = dot > 0f ? 1f : -1f;
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target.x *= multi;
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target.y *= multi;
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target.z *= multi;
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target.w *= multi;
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// smooth damp (nlerp approx)
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var result = new Vector4(
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Mathf.SmoothDamp(rot.x, target.x, ref deriv.x, time),
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Mathf.SmoothDamp(rot.y, target.y, ref deriv.y, time),
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Mathf.SmoothDamp(rot.z, target.z, ref deriv.z, time),
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Mathf.SmoothDamp(rot.w, target.w, ref deriv.w, time)
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).normalized;
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// ensure deriv is tangent
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var derivError = Vector4.Project(new Vector4(deriv.x, deriv.y, deriv.z, deriv.w), result);
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deriv.x -= derivError.x;
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deriv.y -= derivError.y;
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deriv.z -= derivError.z;
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deriv.w -= derivError.w;
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return new Quaternion(result.x, result.y, result.z, result.w);
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}
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}
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} |