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Revert change to CalculateAngularVelocity
Quaternion doesn't have `normalize`
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@ -181,7 +181,8 @@ protected virtual void Update()
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void CalculateAngularVelocity(Quaternion currentRot)
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{
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// calculate angle between two rotations
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Quaternion deltaRotation = (currentRot * Quaternion.Inverse(lastRotation)).normalize;
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Quaternion deltaRotation = currentRot * Quaternion.Inverse(lastRotation);
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//Quaternion deltaRotation = (currentRot * Quaternion.Inverse(lastRotation)).normalize;
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// convert to angle axis
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deltaRotation.ToAngleAxis(out float angle, out Vector3 axis);
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