public static MWQuaternion ApplyPatch(this MWQuaternion _this, QuaternionPatch quaternion) { if (quaternion == null) { return(_this); } if (quaternion.W != null) { _this.W = quaternion.W.Value; } if (quaternion.X != null) { _this.X = quaternion.X.Value; } if (quaternion.Y != null) { _this.Y = quaternion.Y.Value; } if (quaternion.Z != null) { _this.Z = quaternion.Z.Value; } return(_this); }
public static QuaternionPatch GeneratePatch(MWQuaternion _old, Quaternion _new) { if (_old == null && _new != null) { return(new QuaternionPatch(_new)); } else if (_new == null) { return(null); } var patch = new QuaternionPatch() { X = _old.X != _new.x ? (float?)_new.x : null, Y = _old.Y != _new.y ? (float?)_new.y : null, Z = _old.Z != _new.z ? (float?)_new.z : null, W = _old.W != _new.w ? (float?)_new.w : null }; if (patch.IsPatched()) { return(patch); } else { return(null); } }
internal QuaternionPatch(MWQuaternion quaternion) { X = quaternion.X; Y = quaternion.Y; Z = quaternion.Z; W = quaternion.W; }
public static MWQuaternion FromGodotQuaternion(this MWQuaternion _this, Quat other) { _this.W = other.w; _this.X = -other.x; _this.Y = -other.y; _this.Z = other.z; return(_this); }
public static MWQuaternion FromUnityQuaternion(this MWQuaternion _this, Quaternion other) { _this.W = other.w; _this.X = other.x; _this.Y = other.y; _this.Z = other.z; return(_this); }
public static MWQuaternion SetValue(this MWQuaternion _this, Quaternion value) { _this.W = value.w; _this.X = value.x; _this.Y = value.y; _this.Z = value.z; return(_this); }
/// <inheritdoc /> public void RigidBodyMoveRotation(MWQuaternion rotation) { _updateActions.Enqueue( (rigidBody) => { rigidBody.MoveRotation(_sceneRoot.rotation * rotation.ToQuaternion()); }); }
public static Quaternion GetPatchApplied(this Quaternion _this, MWQuaternion quaternion) { _this.w = _this.w.GetPatchApplied(quaternion.W); _this.x = _this.x.GetPatchApplied(quaternion.X); _this.y = _this.y.GetPatchApplied(quaternion.Y); _this.z = _this.z.GetPatchApplied(quaternion.Z); return(_this); }
public static Quat ToQuaternion(this MWQuaternion _this) { return(new Quat() { w = _this.W, x = _this.X, y = _this.Y, z = _this.Z }); }
internal TransformPatch(MWVector3 position, MWQuaternion rotation, MWVector3 scale) { this.Position = new Vector3Patch(position); this.Rotation = new QuaternionPatch(rotation); this.Scale = new Vector3Patch(scale); }
internal ScaledTransformPatch(MWVector3 position, MWQuaternion rotation, MWVector3 scale) : base(position, rotation) { this.Scale = new Vector3Patch(scale); }