Add StickGame Assets
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using UnityEngine;
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namespace FishNet.Serializing.Helping
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{
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/// <summary>
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/// Static class used for fast conversion of quaternion structs. Not thread safe!
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public struct QuaternionConverter
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{
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// [FieldOffset(0)]
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// public Quaternion Q;
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// [FieldOffset(0)]
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// public Quaternion64 Q64;
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// [FieldOffset(0)]
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// public Quaternion128 Q128;
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// public static QuaternionConverter StaticRef = new QuaternionConverter();
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// [MethodImpl(MethodImplOptions.AggressiveInlining)]
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// public static Quaternion64 QtoQ64(Quaternion quaternion64)
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// {
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// StaticRef.Q = quaternion64;
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// return StaticRef.Q64;
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// }
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// [MethodImpl(MethodImplOptions.AggressiveInlining)]
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// public static Quaternion Q64toQ(Quaternion64 quaternion)
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// {
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// StaticRef.Q64 = quaternion;
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// return StaticRef.Q;
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// }
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// [MethodImpl(MethodImplOptions.AggressiveInlining)]
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// public static Quaternion128 QtoQ128(Quaternion quaternion128)
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// {
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// StaticRef.Q = quaternion128;
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// return StaticRef.Q128;
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// }
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// [MethodImpl(MethodImplOptions.AggressiveInlining)]
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// public static Quaternion Q128toQ(Quaternion128 quaternion)
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// {
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// StaticRef.Q128 = quaternion;
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// return StaticRef.Q;
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// }
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//}
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//public struct Quaternion64
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//{
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// public float x;
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// public float y;
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// public float z;
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// public float w;
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// public Quaternion64(float x, float y, float z, float w)
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// {
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// this.x = x;
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// this.y = y;
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// this.z = z;
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// this.w = w;
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// }
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// public Quaternion64(Quaternion q)
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// {
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// this.x = q.x;
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// this.y = q.y;
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// this.z = q.z;
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// this.w = q.w;
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// }
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// /*[MethodImpl(MethodImplOptions.AggressiveInlining)]
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// public static implicit operator Quaternion64(Quaternion q) => new Quaternion64(q);
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// [MethodImpl(MethodImplOptions.AggressiveInlining)]
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// public static implicit operator Quaternion(Quaternion64 q) => new Quaternion(q.x, q.y, q.z, q.w);*/
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//}
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//public struct Quaternion128
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//{
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// public float x;
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// public float y;
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// public float z;
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// public float w;
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// public Quaternion128(float x, float y, float z, float w)
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// {
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// this.x = x;
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// this.y = y;
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// this.z = z;
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// this.w = w;
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// }
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// public Quaternion128(Quaternion q)
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// {
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// x = q.x;
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// y = q.y;
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// z = q.z;
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// w = q.w;
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// }
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// [MethodImpl(MethodImplOptions.AggressiveInlining)]
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// public static implicit operator Quaternion128(Quaternion q) => new Quaternion128(q);
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// [MethodImpl(MethodImplOptions.AggressiveInlining)]
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// public static implicit operator Quaternion(Quaternion128 q) => new Quaternion(q.x, q.y, q.z, q.w);
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//}
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/// <summary>
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/// Credit to this man for converting gaffer games c code to c#
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/// https://gist.github.com/fversnel/0497ad7ab3b81e0dc1dd
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/// </summary>
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}
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public enum ComponentType : uint
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{
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X = 0,
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Y = 1,
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Z = 2,
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W = 3
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}
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}
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