Add Quaternion angle_to method
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@ -33,6 +33,11 @@
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#include "core/math/basis.h"
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#include "core/string/print_string.h"
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real_t Quaternion::angle_to(const Quaternion &p_to) const {
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real_t d = dot(p_to);
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return Math::acos(CLAMP(d * d * 2 - 1, -1, 1));
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}
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// get_euler_xyz returns a vector containing the Euler angles in the format
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// (ax,ay,az), where ax is the angle of rotation around x axis,
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// and similar for other axes.
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