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https://github.com/oliverbooth/VpSharp
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Convert Quaternion extensions to AI-generated implementations
Yes, seriously. ChatGPT sure is nice.
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@ -384,7 +384,7 @@ public sealed class VirtualParadiseAvatar : IEquatable<VirtualParadiseAvatar>
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lock (_client.Lock)
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{
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(double x, double y, double z) = position;
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(double pitch, double yaw, double _) = rotation.ToEulerAngles(false);
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(double pitch, double yaw, double _) = rotation.ToEulerAngles();
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_ = vp_double_set(handle, FloatAttribute.MyX, x);
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_ = vp_double_set(handle, FloatAttribute.MyY, y);
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@ -404,7 +404,7 @@ public sealed class VirtualParadiseAvatar : IEquatable<VirtualParadiseAvatar>
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lock (_client.Lock)
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{
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(float x, float y, float z) = (Vector3)position;
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(float pitch, float yaw, float _) = (Vector3)rotation.ToEulerAngles(false);
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(float pitch, float yaw, float _) = (Vector3)rotation.ToEulerAngles();
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var reason = (ReasonCode)vp_teleport_avatar(handle, Session, world, x, y, z, yaw, pitch);
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if (reason == ReasonCode.NotInWorld)
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@ -11,70 +11,31 @@ public static class QuaternionExtensions
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/// Converts this quaternion to a <see cref="Vector3d" /> containing an Euler representation of the rotation.
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/// </summary>
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/// <param name="value">The quaternion to convert.</param>
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/// <param name="radians">
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/// <see langword="true" /> if the resulting vector should be in radians; or <see langword="false" /> if the resulting
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/// vector should be in degrees.
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/// </param>
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/// <returns>The Euler representation of <paramref name="value" />.</returns>
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/// <see href="https://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/" />
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public static Vector3d ToEulerAngles(this Quaternion value, bool radians = true)
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public static Vector3d ToEulerAngles(this Quaternion value)
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{
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double a = (2.0 * value.Y * value.W) - (2.0 * value.X * value.Z);
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double b = 1.0 - (2.0 * value.Y * value.Y) - (2.0 * value.Z * value.Z);
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double y = -Math.Atan2(a, b);
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a = 2.0 * value.X * value.Y;
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b = 2.0 * value.Z * value.W;
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double z = Math.Asin(a + b);
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a = (2.0 * value.X * value.W) - (2.0 * value.Y * value.Z);
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b = 1.0 - (2.0 * value.X * value.X) - (2.0 * value.Z * value.Z);
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double x = Math.Atan2(a, b);
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if (!radians)
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{
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x = 180.0 / Math.PI * x;
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y = 180.0 / Math.PI * y;
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z = 180.0 / Math.PI * z;
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}
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return new Vector3d(x, y, z);
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value = Quaternion.Normalize(value);
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double x = Math.Atan2(2 * (value.X * value.W - value.Y * value.Z), 1 - 2 * (value.X * value.X + value.Z * value.Z));
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double y = Math.Asin(2 * (value.X * value.Z + value.Y * value.W));
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double z = Math.Atan2(2 * (value.Z * value.W - value.X * value.Y), 1 - 2 * (value.Y * value.Y + value.Z * value.Z));
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return new Vector3d(x, y, z) * (180 / Math.PI);
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}
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/// <summary>
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/// Converts this quaternion to a <see cref="Vector3d" /> containing an Euler representation of the rotation.
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/// </summary>
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/// <param name="value">The quaternion to convert.</param>
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/// <param name="radians">
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/// <see langword="true" /> if the resulting vector should be in radians; or <see langword="false" /> if the resulting
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/// vector should be in degrees.
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/// </param>
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/// <returns>The Euler representation of <paramref name="value" />.</returns>
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public static Vector3d ToEulerAnglesF(this Quaternion value, bool radians = true)
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public static Vector3 ToEulerAnglesF(this Quaternion value)
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{
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float a = (2.0f * value.Y * value.W) - (2.0f * value.X * value.Z);
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float b = 1.0f - (2.0f * value.Y * value.Y) - (2.0f * value.Z * value.Z);
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float y = -MathF.Atan2(a, b);
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a = 2.0f * value.X * value.Y;
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b = 2.0f * value.Z * value.W;
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float z = MathF.Asin(a + b);
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a = (2.0f * value.X * value.W) - (2.0f * value.Y * value.Z);
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b = 1.0f - (2.0f * value.X * value.X) - (2.0f * value.Z * value.Z);
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float x = MathF.Atan2(a, b);
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if (!radians)
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{
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x = 180.0f / MathF.PI * x;
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y = 180.0f / MathF.PI * y;
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z = 180.0f / MathF.PI * z;
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}
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return new Vector3d(x, y, z);
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value = Quaternion.Normalize(value);
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float x = MathF.Atan2(2 * (value.X * value.W - value.Y * value.Z), 1 - 2 * (value.X * value.X + value.Z * value.Z));
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float y = MathF.Asin(2 * (value.X * value.Z + value.Y * value.W));
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float z = MathF.Atan2(2 * (value.Z * value.W - value.X * value.Y), 1 - 2 * (value.Y * value.Y + value.Z * value.Z));
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return new Vector3(x, y, z) * (180 / MathF.PI);
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}
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//
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#pragma warning disable CA1021
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/// <summary>
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/// Converts this quaternion to an axis/angle pair.
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@ -85,13 +46,8 @@ public static class QuaternionExtensions
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/// <see href="https://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm"/>
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public static void ToAxisAngle(this Quaternion value, out Vector3 axis, out float angle)
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{
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angle = 2.0f * MathF.Acos(value.W);
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float x = value.X / MathF.Sqrt(1.0f - (value.W * value.W));
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float y = value.Y / MathF.Sqrt(1.0f - (value.W * value.W));
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float z = value.Z / MathF.Sqrt(1.0f - (value.W * value.W));
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axis = new Vector3(x, y, z);
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angle = 2 * MathF.Acos(value.W);
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axis = Vector3.Normalize(new Vector3(value.X, value.Y, value.Z));
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}
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/// <summary>
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@ -102,13 +58,8 @@ public static class QuaternionExtensions
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/// <param name="angle">The angle value.</param>
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public static void ToAxisAngle(this Quaternion value, out Vector3d axis, out double angle)
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{
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angle = 2.0 * Math.Acos(value.W);
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double x = value.X / Math.Sqrt(1.0 - (value.W * value.W));
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double y = value.Y / Math.Sqrt(1.0 - (value.W * value.W));
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double z = value.Z / Math.Sqrt(1.0 - (value.W * value.W));
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axis = new Vector3d(x, y, z);
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angle = 2 * Math.Acos(value.W);
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axis = Vector3d.Normalize(new Vector3d(value.X, value.Y, value.Z));
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}
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#pragma warning restore CA1021
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}
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