public static Vector3 SlerpWithReferenceUp(Vector3 vA, Vector3 vB, float t, Vector3 up)
        {
            float magnitude  = vA.magnitude;
            float magnitude2 = vB.magnitude;

            if (magnitude < 0.0001f || magnitude2 < 0.0001f)
            {
                return(Vector3.Lerp(vA, vB, t));
            }
            Vector3    forward  = vA / magnitude;
            Vector3    forward2 = vB / magnitude2;
            Quaternion qA       = Quaternion.LookRotation(forward, up);
            Quaternion qB       = Quaternion.LookRotation(forward2, up);

            return(UnityQuaternionExtensions.SlerpWithReferenceUp(qA, qB, t, up) * Vector3.forward * Mathf.Lerp(magnitude, magnitude2, t));
        }
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        /// <summary>This is a slerp that mimics a camera operator's movement in that
        /// it chooses a path that avoids the lower hemisphere, as defined by
        /// the up param</summary>
        /// <param name="vA">First direction</param>
        /// <param name="vB">Second direction</param>
        /// <param name="t">Interpolation amoun t</param>
        /// <param name="up">Defines the up direction</param>
        public static Vector3 SlerpWithReferenceUp(
            Vector3 vA, Vector3 vB, float t, Vector3 up)
        {
            float dA = vA.magnitude;
            float dB = vB.magnitude;

            if (dA < Epsilon || dB < Epsilon)
            {
                return(Vector3.Lerp(vA, vB, t));
            }

            Vector3    dirA = vA / dA;
            Vector3    dirB = vB / dB;
            Quaternion qA   = Quaternion.LookRotation(dirA, up);
            Quaternion qB   = Quaternion.LookRotation(dirB, up);
            Quaternion q    = UnityQuaternionExtensions.SlerpWithReferenceUp(qA, qB, t, up);
            Vector3    dir  = q * Vector3.forward;

            return(dir * Mathf.Lerp(dA, dB, t));
        }