Use quaternion differentiation to calibrate rotation
Hopefully fixes the wobbling issue
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@ -128,6 +128,11 @@ namespace RageCoop.Core
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return q.ToEulerAngles().ToDegree();
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}
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public static Quaternion Differentiate(this Quaternion p, Quaternion q)
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{
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return q * Quaternion.Invert(p);
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}
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public static Vector3 ToEulerAngles(this Quaternion q)
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{
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var angles = new Vector3();
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