UnityEditor.TransformManipulator.TransformData.GetRefAlignment C# (CSharp) Method

GetRefAlignment() private method

private GetRefAlignment ( Quaternion targetRotation, Quaternion ownRotation ) : Quaternion
targetRotation UnityEngine.Quaternion
ownRotation UnityEngine.Quaternion
return UnityEngine.Quaternion
            private Quaternion GetRefAlignment(Quaternion targetRotation, Quaternion ownRotation)
            {
                float negativeInfinity = float.NegativeInfinity;
                Quaternion identity = Quaternion.identity;
                for (int i = 0; i < s_Alignments.Length; i++)
                {
                    float[] values = new float[] { Mathf.Abs(Vector3.Dot((Vector3) (targetRotation * Vector3.right), (Vector3) ((ownRotation * s_Alignments[i]) * Vector3.right))), Mathf.Abs(Vector3.Dot((Vector3) (targetRotation * Vector3.up), (Vector3) ((ownRotation * s_Alignments[i]) * Vector3.up))), Mathf.Abs(Vector3.Dot((Vector3) (targetRotation * Vector3.forward), (Vector3) ((ownRotation * s_Alignments[i]) * Vector3.forward))) };
                    float num3 = Mathf.Min(values);
                    if (num3 > negativeInfinity)
                    {
                        negativeInfinity = num3;
                        identity = s_Alignments[i];
                    }
                }
                return identity;
            }