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using UnityEngine;
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namespace Timeline.Samples
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{
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public static class QuaternionUtils
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{
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const float k_FloatMin = 1e-10f;
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public static readonly Quaternion zero = new Quaternion(0f, 0f, 0f, 0f);
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public static Quaternion Scale(this Quaternion q, float scale)
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{
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return new Quaternion(q.x * scale, q.y * scale, q.z * scale, q.w * scale);
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}
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public static Quaternion NormalizeSafe(this Quaternion q)
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{
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float dot = Quaternion.Dot(q, q);
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if (dot > k_FloatMin)
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{
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float rsqrt = 1.0f / Mathf.Sqrt(dot);
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return new Quaternion(q.x * rsqrt, q.y * rsqrt, q.z * rsqrt, q.w * rsqrt);
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}
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return Quaternion.identity;
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}
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public static Quaternion Blend(this Quaternion q1, Quaternion q2, float weight)
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{
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return q1.Add(q2.Scale(weight));
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}
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public static Quaternion Add(this Quaternion rhs, Quaternion lhs)
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{
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float sign = Mathf.Sign(Quaternion.Dot(rhs, lhs));
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return new Quaternion(rhs.x + sign * lhs.x, rhs.y + sign * lhs.y, rhs.z + sign * lhs.z, rhs.w + sign * lhs.w);
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}
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}
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}
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