public void RotateTowards(Vector3 direction, float rotationValue) { rotation = Quat.Slerp(Quat.Euler(rotation), Quat.LookRotation(direction), rotationValue).eulerAngles; }
public void Quat4() { FQuat fq = FQuat.Euler(( Fix64 )45, ( Fix64 )(-23), ( Fix64 )(-48.88)); FQuat fq2 = FQuat.Euler(( Fix64 )23, ( Fix64 )(-78), ( Fix64 )(-132.43f)); Quat q = Quat.Euler(45, -23, -48.88f); Quat q2 = Quat.Euler(23, -78, -132.43f); FVec3 fv = new FVec3(12.5f, 9, 8); FVec3 fv2 = new FVec3(1, 0, 0); Vec3 v = new Vec3(12.5f, 9, 8); Vec3 v2 = new Vec3(1, 0, 0); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); this._output.WriteLine(fq2.ToString()); this._output.WriteLine(q2.ToString()); Fix64 fa = FQuat.Angle(fq, fq2); float a = Quat.Angle(q, q2); this._output.WriteLine(fa.ToString()); this._output.WriteLine(a.ToString()); fq = FQuat.AngleAxis(( Fix64 )(-123.324), fv); q = Quat.AngleAxis(-123.324f, v); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); fa = FQuat.Dot(fq, fq2); a = Quat.Dot(q, q2); this._output.WriteLine(fa.ToString()); this._output.WriteLine(a.ToString()); fq = FQuat.FromToRotation(FVec3.Normalize(fv), fv2); q = Quat.FromToRotation(Vec3.Normalize(v), v2); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); fq = FQuat.Lerp(fq, fq2, ( Fix64 )0.66); q = Quat.Lerp(q, q2, 0.66f); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); fq = FQuat.Normalize(fq); q.Normalize(); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); fq.Inverse(); q = Quat.Inverse(q); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); fv = FQuat.Orthogonal(fv); v = Quat.Orthogonal(v); this._output.WriteLine(fv.ToString()); this._output.WriteLine(v.ToString()); fq = FQuat.Slerp(fq, fq2, ( Fix64 )0.66); q = Quat.Slerp(q, q2, 0.66f); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); fq = FQuat.LookRotation(FVec3.Normalize(fv), fv2); q = Quat.LookRotation(Vec3.Normalize(v), v2); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); fq.ToAngleAxis(out fa, out fv); q.ToAngleAxis(out a, out v); this._output.WriteLine(fa.ToString()); this._output.WriteLine(a.ToString()); this._output.WriteLine(fv.ToString()); this._output.WriteLine(v.ToString()); fq = fq.Conjugate(); q = q.Conjugate(); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); fq.SetLookRotation(FVec3.Normalize(fv), fv2); q.SetLookRotation(Vec3.Normalize(v), v2); this._output.WriteLine(fq.ToString()); this._output.WriteLine(q.ToString()); }
public Quat ComputeRotation(Vector3 direction, float rotationSpeed, float deltaTime) { var newRot = Quat.Slerp(Quat.Euler(transform.rotation), Quat.LookRotation(direction), Mathf.Clamp(rotationSpeed * deltaTime, 0, 1.3f)); return(newRot); }
protected Quat ComputeRotation(Vector3 direction, float rotationSpeed, float deltaTime) { var newRot = (mAlignWithForwardDirection) ? Quat.Slerp(Quat.Euler(transform.rotation), Quat.LookRotation(direction), rotationSpeed * deltaTime) : Quat.Euler(transform.rotation); return(newRot); }
public void SetLookRotation(Vector3 view, Vector3 up) { this = Quat.LookRotation(view, up); }
// ApplyBoneOrientationConstraints and constrain rotations. public void Constrain(ref Matrix4x4[] jointOrientations, ref bool[] jointTracked) { // Constraints are defined as a vector with respect to the parent bone vector, and a constraint angle, // which is the maximum angle with respect to the constraint axis that the bone can move through. // Calculate constraint values. 0.0-1.0 means the bone is within the constraint cone. Greater than 1.0 means // it lies outside the constraint cone. for (int i = 0; i < this.jointConstraints.Count; i++) { BoneOrientationConstraint jc = this.jointConstraints[i]; if (!jointTracked[i] || jc.joint == (int)NuiSkeletonPositionIndex.HipCenter) { // End joint is not tracked or Hip Center has no parent to perform this calculation with. continue; } // If the joint has a parent, constrain the bone direction to be within the constraint cone int parentIdx = GetSkeletonJointParent(jc.joint); // Local bone orientation relative to parent Matrix4x4 localOrientationMatrix = Invert(jointOrientations[parentIdx]) * jointOrientations[jc.joint]; Vector3 localOrientationZ = (Vector3)localOrientationMatrix.GetColumn(2); Vector3 localOrientationY = (Vector3)localOrientationMatrix.GetColumn(1); if (localOrientationZ == Vector3.zero || localOrientationY == Vector3.zero) { continue; } Quat localRotation = Quat.LookRotation(localOrientationZ, localOrientationY); Vector3 eulerAngles = localRotation.eulerAngles; bool isConstrained = false; //Matrix4x4 globalOrientationMatrix = jointOrientations[jc.joint]; //Quaternion globalRotation = Quaternion.LookRotation(globalOrientationMatrix.GetColumn(2), globalOrientationMatrix.GetColumn(1)); for (int a = 0; a < jc.axisConstrainrs.Count; a++) { AxisOrientationConstraint ac = jc.axisConstrainrs[a]; Quat axisRotation = Quat.AngleAxis(localRotation.eulerAngles[ac.axis], ac.rotateAround); //Quaternion axisRotation = Quaternion.AngleAxis(globalRotation.eulerAngles[ac.axis], ac.rotateAround); float angleFromMin = Quat.Angle(axisRotation, quatToQuat2(ac.minQuaternion)); float angleFromMax = Quat.Angle(axisRotation, quatToQuat2(ac.maxQuaternion)); if (!(angleFromMin <= ac.angleRange && angleFromMax <= ac.angleRange)) { // Keep the current rotations around other axes and only // correct the axis that has fallen out of range. //Vector3 euler = globalRotation.eulerAngles; if (angleFromMin > angleFromMax) { eulerAngles[ac.axis] = ac.angleMax; } else { eulerAngles[ac.axis] = ac.angleMin; } isConstrained = true; } } if (isConstrained) { Quat constrainedRotation = Quat.Euler(eulerAngles); // Put it back into the bone orientations localOrientationMatrix = Transform(localOrientationMatrix, quatToQuat(constrainedRotation)); jointOrientations[jc.joint] = jointOrientations[parentIdx] * localOrientationMatrix; //globalOrientationMatrix.SetTRS(Vector3.zero, constrainedRotation, Vector3.one); //jointOrientations[jc.joint] = globalOrientationMatrix; switch (jc.joint) { case (int)NuiSkeletonPositionIndex.ShoulderCenter: jointOrientations[(int)NuiSkeletonPositionIndex.Head] = jointOrientations[jc.joint]; break; case (int)NuiSkeletonPositionIndex.WristLeft: jointOrientations[(int)NuiSkeletonPositionIndex.HandLeft] = jointOrientations[jc.joint]; break; case (int)NuiSkeletonPositionIndex.WristRight: jointOrientations[(int)NuiSkeletonPositionIndex.HandRight] = jointOrientations[jc.joint]; break; case (int)NuiSkeletonPositionIndex.AnkleLeft: jointOrientations[(int)NuiSkeletonPositionIndex.FootLeft] = jointOrientations[jc.joint]; break; case (int)NuiSkeletonPositionIndex.AnkleRight: jointOrientations[(int)NuiSkeletonPositionIndex.FootRight] = jointOrientations[jc.joint]; break; } } // globalRotation = Quaternion.LookRotation(globalOrientationMatrix.GetColumn(2), globalOrientationMatrix.GetColumn(1)); // string stringToDebug = string.Format("{0}, {2}", (KinectWrapper.NuiSkeletonPositionIndex)jc.joint, // globalRotation.eulerAngles, localRotation.eulerAngles); // Debug.Log(stringToDebug); // // if(debugText != null) // debugText.guiText.text = stringToDebug; } }