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public static Vector3 ClampBend(Vector3 vector, Vector3 reference, float maxBendAngle) | |
{ | |
float vectorLenSqr = vector.sqrMagnitude; | |
if (vectorLenSqr < MathUtil.Epsilon) | |
return vector; | |
float referenceLenSqr = reference.sqrMagnitude; | |
if (referenceLenSqr < MathUtil.Epsilon) | |
return vector; | |
Quaternion bendRot = Quaternion.FromToRotation(reference, vector); | |
Vector3 axis = QuaternionUtil.GetAxis(bendRot); | |
float angle = QuaternionUtil.GetAngle(bendRot); | |
if (angle > MathUtil.Pi) | |
{ | |
axis = -axis; | |
angle = MathUtil.TwoPi - angle; | |
} | |
if (angle <= maxBendAngle) | |
return vector; | |
Quaternion clampedBendRot = QuaternionUtil.AxisAngle(axis, maxBendAngle); | |
Vector3 result = clampedBendRot * reference; | |
result *= Mathf.Sqrt(vectorLenSqr) / Mathf.Sqrt(referenceLenSqr); | |
return result; | |
} |
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