static const float PI = 3.14;
#define INV_FADE_DISTANCE 1.0 / (_FarFade - _NearFade)
| public bool TryGetSecant(Vector3 position, Vector3 velocity, Vector3 acceleration, float arcDistance, out Vector3 secant) { | |
| if (acceleration == Vector3.zero) { | |
| secant = velocity; | |
| return false; | |
| } | |
| var axis = Vector3.Cross(velocity, acceleration); | |
| if (axis == Vector3.zero) { | |
| secant = velocity; |