// // Klak - Utilities for creative coding with Unity // // Copyright (C) 2016 Keijiro Takahashi // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // using UnityEngine; namespace Klak.VectorMathExtension { /// Extension methods for Vector4 static class Vector4Extension { public static Quaternion ToQuaternion(this Vector4 v) { return new Quaternion(v.x, v.y, v.z, v.w); } public static Quaternion ToNormalizedQuaternion(this Vector4 v) { v = Vector4.Normalize(v); return new Quaternion(v.x, v.y, v.z, v.w); } } /// Extension methods for Quaternion static class QuaternionExtension { public static Vector4 ToVector4(this Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } } }