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InterpolatedQuaternion.cs
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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using System;
using UnityEngine;
namespace HoloToolkit.Unity
{
/// <summary>
/// Provides interpolation over Quaternion.
/// </summary>
[Serializable]
public class InterpolatedQuaternion : InterpolatedValue<Quaternion>
{
/// <summary>
/// Instantiates the InterpolatedQuaternion with default of Quaternion as initial value and skipping the first update frame.
/// </summary>
public InterpolatedQuaternion() : this(default(Quaternion)) { }
/// <summary>
/// Instantiates the InterpolatedQuaternion with a given Quaternion value as initial value and defaulted to skipping the first update frame.
/// </summary>
/// <param name="initialValue">Initial current value to use.</param>
/// <param name="skipFirstUpdateFrame">A flag to skip first update frame after the interpolation target has been set.</param>
public InterpolatedQuaternion(Quaternion initialValue, bool skipFirstUpdateFrame = false) : base(initialValue, skipFirstUpdateFrame) { }
/// <summary>
/// Overrides the method to calculate the current Quaternion interpolation value by using a Quaternion.Lerp function.
/// </summary>
/// <remarks>This method is public because of a Unity compilation bug when dealing with abstract methods on generics.</remarks>
/// <param name="startValue">The Quaternion value that the interpolation started at.</param>
/// <param name="targetValue">The target Quaternion value that the interpolation is moving to.</param>
/// <param name="curveValue">A curve evaluated interpolation position value. This will be in range of [0, 1]</param>
/// <returns>The new calculated Quaternion interpolation value.</returns>
public override Quaternion ApplyCurveValue(Quaternion startValue, Quaternion targetValue, float curveValue)
{
return Quaternion.Slerp(startValue, targetValue, curveValue);
}
/// <summary>
/// Overrides the method to check if two Quaternions are "close enough".
/// </summary>
/// <remarks>This method is public because of a Unity compilation bug when dealing with abstract methods on generics.</remarks>
/// <param name="one">First Quaternion value.</param>
/// <param name="other">Second Quaternion value.</param>
/// <returns>True if the Quaternions are "close enough".</returns>
public override bool DoValuesEqual(Quaternion one, Quaternion other)
{
return Quaternion.Angle(one, other) < SmallNumber;
}
}
}