diff --git a/com.unity.cinemachine/Runtime/Core/UnityVectorExtensions.cs b/com.unity.cinemachine/Runtime/Core/UnityVectorExtensions.cs index 63e2776f5..2fe3af46a 100644 --- a/com.unity.cinemachine/Runtime/Core/UnityVectorExtensions.cs +++ b/com.unity.cinemachine/Runtime/Core/UnityVectorExtensions.cs @@ -359,8 +359,8 @@ public static Quaternion SlerpWithReferenceUp( // Work on the plane, in eulers var qBase = Quaternion.LookRotation(dirA, up); var qBaseInv = Quaternion.Inverse(qBase); - Quaternion qA1 = qBaseInv * qA; - Quaternion qB1 = qBaseInv * qB; + var qA1 = qBaseInv * qA; + var qB1 = qBaseInv * qB; var eA = qA1.eulerAngles; var eB = qB1.eulerAngles; return qBase * Quaternion.Euler( @@ -387,8 +387,8 @@ public static Vector2 GetCameraRotationToTarget( return Vector2.zero; // degenerate // Work in local space - Quaternion toLocal = Quaternion.Inverse(orient); - Vector3 up = toLocal * worldUp; + var toLocal = Quaternion.Inverse(orient); + var up = toLocal * worldUp; lookAtDir = toLocal * lookAtDir; // Align yaw based on world up @@ -397,19 +397,13 @@ public static Vector2 GetCameraRotationToTarget( Vector3 targetDirH = lookAtDir.ProjectOntoPlane(up); if (!targetDirH.AlmostZero()) { - Vector3 currentDirH = Vector3.forward.ProjectOntoPlane(up); + var currentDirH = Vector3.forward.ProjectOntoPlane(up); if (currentDirH.AlmostZero()) - { - // We're looking at the north or south pole - if (Vector3.Dot(currentDirH, up) > 0) - currentDirH = Vector3.down.ProjectOntoPlane(up); - else - currentDirH = Vector3.up.ProjectOntoPlane(up); - } + currentDirH = Vector3.up.ProjectOntoPlane(up); angleH = UnityVectorExtensions.SignedAngle(currentDirH, targetDirH, up); } } - Quaternion q = Quaternion.AngleAxis(angleH, up); + var q = Quaternion.AngleAxis(angleH, up); // Get local vertical angle float angleV = UnityVectorExtensions.SignedAngle( @@ -432,7 +426,7 @@ public static Quaternion ApplyCameraRotation( { if (rot.sqrMagnitude < 0.0001f) return orient; - Quaternion q = Quaternion.AngleAxis(rot.x, Vector3.right); + var q = Quaternion.AngleAxis(rot.x, Vector3.right); return (Quaternion.AngleAxis(rot.y, worldUp) * orient) * q; } }