Use quaternion differentiation to calibrate rotation

Hopefully fixes the wobbling issue
This commit is contained in:
Sardelka9515
2023-03-11 15:22:25 +08:00
parent cc92d1ad2b
commit df9efb6210
5 changed files with 11 additions and 27 deletions

View File

@ -128,6 +128,11 @@ namespace RageCoop.Core
return q.ToEulerAngles().ToDegree();
}
public static Quaternion Differentiate(this Quaternion p, Quaternion q)
{
return q * Quaternion.Invert(p);
}
public static Vector3 ToEulerAngles(this Quaternion q)
{
var angles = new Vector3();