Inspector tests

This commit is contained in:
max
2024-11-02 21:59:35 +01:00
parent 57b42d8daa
commit 87ee6df46f
4 changed files with 137 additions and 12 deletions

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@ -1,3 +1,5 @@
using System.Numerics;
namespace Nerfed.Runtime;
public static class MathEx
@ -17,4 +19,51 @@ public static class MathEx
public static float Remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
return (value - oldMin) / (oldMax - oldMin) * (newMax - newMin) + newMin;
}
}
// https://stackoverflow.com/questions/70462758/c-sharp-how-to-convert-quaternions-to-euler-angles-xyz
public static Quaternion ToQuaternion(Vector3 v)
{
float cy = (float)Math.Cos(v.Z * 0.5);
float sy = (float)Math.Sin(v.Z * 0.5);
float cp = (float)Math.Cos(v.Y * 0.5);
float sp = (float)Math.Sin(v.Y * 0.5);
float cr = (float)Math.Cos(v.X * 0.5);
float sr = (float)Math.Sin(v.X * 0.5);
return new Quaternion
{
W = (cr * cp * cy + sr * sp * sy),
X = (sr * cp * cy - cr * sp * sy),
Y = (cr * sp * cy + sr * cp * sy),
Z = (cr * cp * sy - sr * sp * cy),
};
}
public static Vector3 ToEulerAngles(Quaternion q)
{
Vector3 angles = new();
// roll / x
double sinrCosp = 2 * (q.W * q.X + q.Y * q.Z);
double cosrCosp = 1 - 2 * (q.X * q.X + q.Y * q.Y);
angles.X = (float)Math.Atan2(sinrCosp, cosrCosp);
// pitch / y
double sinp = 2 * (q.W * q.Y - q.Z * q.X);
if (Math.Abs(sinp) >= 1)
{
angles.Y = (float)Math.CopySign(Math.PI / 2, sinp);
}
else
{
angles.Y = (float)Math.Asin(sinp);
}
// yaw / z
double sinyCosp = 2 * (q.W * q.Z + q.X * q.Y);
double cosyCosp = 1 - 2 * (q.Y * q.Y + q.Z * q.Z);
angles.Z = (float)Math.Atan2(sinyCosp, cosyCosp);
return angles;
}
}