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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-02 14:18:19 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-02 14:18:19 +0100 |
commit | 34c66fac0a7238fa1c6b2ff7efef908224aa47c5 (patch) | |
tree | f1010000ffad430efb036fcd83b949a50e87e068 | |
parent | 910cf9a9b3b8a8e617ad21ad9e18d49f16e82eb1 (diff) | |
parent | 9487a6ea32cb57cf0a8768cf221814c915cd8486 (diff) |
Merge pull request #68161 from Chaosus/dotnet_quaternion_constructor
Add missed Quaternion constructor to C#
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs index d459fe8c96..a80963a37e 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs @@ -572,6 +572,30 @@ namespace Godot } } + public Quaternion(Vector3 arcFrom, Vector3 arcTo) + { + Vector3 c = arcFrom.Cross(arcTo); + real_t d = arcFrom.Dot(arcTo); + + if (d < -1.0f + Mathf.Epsilon) + { + x = 0f; + y = 1f; + z = 0f; + w = 0f; + } + else + { + real_t s = Mathf.Sqrt((1.0f + d) * 2.0f); + real_t rs = 1.0f / s; + + x = c.x * rs; + y = c.y * rs; + z = c.z * rs; + w = s * 0.5f; + } + } + /// <summary> /// Composes these two quaternions by multiplying them together. /// This has the effect of rotating the second quaternion |