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August 31, 2018 01:56
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Provides some of Unity's interpolation methods without clamping to [0, 1]
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using UnityEngine; | |
using System.Collections; | |
public class Extrap { | |
public static Quaternion Slerp(Quaternion q1, Quaternion q2, float t) | |
{ | |
float angle; | |
Vector3 axis; | |
// FromToRotation is for vectors, so we use Quaternion.RotateTowards | |
// Use 360º RotateTowards so that it will always be the full rotation | |
Quaternion.RotateTowards(Quaternion.identity, Quaternion.Inverse(q1)*q2, 360).ToAngleAxis(out angle, out axis); | |
angle *= t; | |
return Quaternion.AngleAxis(angle, axis)*q1; | |
} | |
public static Vector3 Lerp(Vector3 v1, Vector3 v2, float t) | |
{ | |
Vector3 d = v2 - v1; | |
return v1 + d*t; | |
} | |
public static float Lerp(float x, float y, float t) | |
{ | |
return x + (y - x)*t; | |
} | |
} |
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