Example #1
0
        public static FPQuaternion Slerp(FPQuaternion quaternion1, FPQuaternion quaternion2, pfloat amount)
        {
            pfloat       num2;
            pfloat       num3;
            FPQuaternion quaternion;
            pfloat       num  = amount;
            pfloat       num4 = (((quaternion1.x * quaternion2.x) + (quaternion1.y * quaternion2.y)) + (quaternion1.z * quaternion2.z)) + (quaternion1.w * quaternion2.w);
            bool         flag = false;

            if (num4 < 0f)
            {
                flag = true;
                num4 = -num4;
            }
            if (num4 > 0.999999f)
            {
                num3 = 1f - num;
                num2 = flag ? -num : num;
            }
            else
            {
                pfloat num5 = FPMath.ACos(num4);
                pfloat num6 = (1.0f / FPMath.Sin(num5));
                num3 = (FPMath.Sin(((1f - num) * num5))) * num6;
                num2 = flag ? ((-FPMath.Sin((num * num5))) * num6) : ((FPMath.Sin((num * num5))) * num6);
            }
            quaternion.x = (num3 * quaternion1.x) + (num2 * quaternion2.x);
            quaternion.y = (num3 * quaternion1.y) + (num2 * quaternion2.y);
            quaternion.z = (num3 * quaternion1.z) + (num2 * quaternion2.z);
            quaternion.w = (num3 * quaternion1.w) + (num2 * quaternion2.w);
            return(quaternion);
        }
Example #2
0
        public static pfloat Angle(FPVector2 from, FPVector2 to)
        {
            var num = FPMath.Sqrt(from.sqrMagnitude * to.sqrMagnitude);

            return((float)num < 1.0000000036274937E-15 ? pfloat.Zero : FPMath.ACos(FPMath.Clamp(FPVector2.Dot(from, to) / num, -pfloat.One, pfloat.One)) * (pfloat)57.29578f);
        }