static Quaternion ApplyRotBlendHint( Quaternion rotA, BlendHintValue hintA, Quaternion rotB, BlendHintValue hintB, Quaternion original, Quaternion blended) { if (((hintA | hintB) & BlendHintValue.NoOrientation) == 0) return blended; if (((hintA & hintB) & BlendHintValue.NoOrientation) != 0) return original; if ((hintA & BlendHintValue.NoOrientation) != 0) return rotB; return rotA; }
static Vector3 ApplyPosBlendHint( Vector3 posA, BlendHintValue hintA, Vector3 posB, BlendHintValue hintB, Vector3 original, Vector3 blended) { if (((hintA | hintB) & BlendHintValue.NoPosition) == 0) return blended; if (((hintA & hintB) & BlendHintValue.NoPosition) != 0) return original; if ((hintA & BlendHintValue.NoPosition) != 0) return posB; return posA; }
static Quaternion ApplyRotBlendHint( Quaternion rotA, BlendHintValue hintA, Quaternion rotB, BlendHintValue hintB, Quaternion original, Quaternion blended) { if (((hintA | hintB) & BlendHintValue.NoOrientation) == 0) { return(blended); } if (((hintA & hintB) & BlendHintValue.NoOrientation) != 0) { return(original); } if ((hintA & BlendHintValue.NoOrientation) != 0) { return(rotB); } return(rotA); }
static Vector3 ApplyPosBlendHint( Vector3 posA, BlendHintValue hintA, Vector3 posB, BlendHintValue hintB, Vector3 original, Vector3 blended) { if (((hintA | hintB) & BlendHintValue.NoPosition) == 0) { return(blended); } if (((hintA & hintB) & BlendHintValue.NoPosition) != 0) { return(original); } if ((hintA & BlendHintValue.NoPosition) != 0) { return(posB); } return(posA); }