public float GetHeadingFromTo(Vector3 from, Vector3 to) { float result; if (from == to) { result = 0f; } else { Vector3 northPolePos = this.NorthPolePos; Vector3 from2; Vector3 rhs; WorldRendererUtility.GetTangentialVectorFacing(from, northPolePos, out from2, out rhs); Vector3 vector; Vector3 vector2; WorldRendererUtility.GetTangentialVectorFacing(from, to, out vector, out vector2); float num = Vector3.Angle(from2, vector); float num2 = Vector3.Dot(vector, rhs); if (num2 < 0f) { num = 360f - num; } result = num; } return(result); }
public float GetHeadingFromTo(Vector3 from, Vector3 to) { if (from == to) { return(0f); } Vector3 northPolePos = NorthPolePos; WorldRendererUtility.GetTangentialVectorFacing(from, northPolePos, out var forward, out var right); WorldRendererUtility.GetTangentialVectorFacing(from, to, out var forward2, out var _); float num = Vector3.Angle(forward, forward2); if (Vector3.Dot(forward2, right) < 0f) { num = 360f - num; } return(num); }
public float GetHeadingFromTo(Vector3 from, Vector3 to) { if (from == to) { return(0f); } Vector3 northPolePos = this.NorthPolePos; Vector3 from2 = default(Vector3); Vector3 rhs = default(Vector3); WorldRendererUtility.GetTangentialVectorFacing(from, northPolePos, out from2, out rhs); Vector3 vector = default(Vector3); Vector3 vector2 = default(Vector3); WorldRendererUtility.GetTangentialVectorFacing(from, to, out vector, out vector2); float num = Vector3.Angle(from2, vector); float num2 = Vector3.Dot(vector, rhs); if (num2 < 0.0) { num = (float)(360.0 - num); } return(num); }