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https://github.com/oliverbooth/X10D
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Add Quaternion.ToAxisAngle and Quaternion.ToVector3
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@ -31,6 +31,8 @@
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- X10D: Added `PointF.ToSizeF()`
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- X10D: Added `PointF.ToVector2()` for .NET < 6
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- X10D: Added `PopCount()` for built-in integer types
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- X10D: Added `Quaternion.ToAxisAngle(out float, out float)`
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- X10D: Added `Quaternion.ToVector3()`
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- X10D: Added `ReadOnlySpan<char>.CountSubstring(char)`
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- X10D: Added `ReadOnlySpan<char>.CountSubstring(ReadOnlySpan<char>[, StringComparison])`
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- X10D: Added `ReadOnlySpan<T>.Split(T)`
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21
X10D.Tests/src/Numerics/QuaternionTests.cs
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21
X10D.Tests/src/Numerics/QuaternionTests.cs
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@ -0,0 +1,21 @@
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using System.Numerics;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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using X10D.Numerics;
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namespace X10D.Tests.Numerics;
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[TestClass]
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public class QuaternionTests
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{
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[TestMethod]
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public void ToAxisAngle_ShouldGiveAngle180VectorZero_GivenQuaternion()
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{
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Vector3 axis = Vector3.UnitY;
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const float angle = MathF.PI;
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var quaternion = Quaternion.CreateFromAxisAngle(axis, angle);
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(Vector3 Axis, float Angle) axisAngle = quaternion.ToAxisAngle();
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Assert.AreEqual(axis, axisAngle.Axis);
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Assert.AreEqual(angle, axisAngle.Angle);
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}
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}
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@ -38,4 +38,35 @@ public static class QuaternionExtensions
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(xz - wy) * px + (yz + wx) * py + (1.0f - (xx + yy)) * pz
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);
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}
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/// <summary>
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/// Converts this quaternion to an axis/angle pair.
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/// </summary>
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/// <param name="value">The quaternion to convert.</param>
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/// <returns>A tuple containing the converted axis, and the angle in radians.</returns>
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public static (Vector3 Axis, float Angle) ToAxisAngle(this in Quaternion value)
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{
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float angle = 2.0f * MathF.Acos(value.W);
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Vector3 axis = Vector3.Normalize(new Vector3(value.X, value.Y, value.Z));
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return (axis, angle);
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}
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/// <summary>
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/// Converts this quaternion to a <see cref="Vector3" /> 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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/// <returns>The Euler representation of <paramref name="value" />, in radians.</returns>
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public static Vector3 ToVector3(this in Quaternion value)
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{
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Quaternion normalized = Quaternion.Normalize(value);
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float qx = normalized.X;
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float qy = normalized.Y;
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float qz = normalized.Z;
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float qw = normalized.W;
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float x = MathF.Atan2(2 * (qx * qw - qy * qz), 1 - 2 * (qx * qx + qz * qz));
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float y = MathF.Asin(2 * (qx * qz + qy * qw));
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float z = MathF.Atan2(2 * (qz * qw - qx * qy), 1 - 2 * (qy * qy + qz * qz));
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return new Vector3(x, y, z);
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}
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}
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