Esempio n. 1
0
        public void EulerToQuaternion_QuaternionToEuler_ResultingOrientationIsCloseToOriginal(
            [Values] math.RotationOrder rotationOrder,
            [Values(-90f, -45, 0f, 45, 90f)] float x,
            [Values(-90f, -45, 0f, 45, 90f)] float y,
            [Values(-90f, -45, 0f, 45, 90f)] float z
            )
        {
            var inputEulerAngles = new EulerAngles {
                RotationOrder = rotationOrder, Value = new float3(x, y, z)
            };
            var inputQuaternion = (quaternion)inputEulerAngles;

            Assume.That(math.abs(math.length(inputQuaternion.value)), Is.EqualTo(1.0f).Within(1e-05));

            EulerAngles outputEulerAngles = new EulerAngles {
                RotationOrder = inputEulerAngles.RotationOrder
            };

            outputEulerAngles.SetValue(inputQuaternion);
            quaternion outputQuaternion = (quaternion)outputEulerAngles;

            Assume.That(math.abs(math.length(outputQuaternion.value)), Is.EqualTo(1.0f).Within(1e-05));

            Assert.That(outputQuaternion, Is.OrientedEquivalentTo(inputQuaternion));
        }
        public void SetValue_WhenRotationOrder_ReturnsExpectedValue(
            math.RotationOrder rotationOrder, quaternion value, float3 expectedEulerAngles
            )
        {
            var eulerAngles = new EulerAngles {
                RotationOrder = rotationOrder
            };

            eulerAngles.SetValue(value);

            Assert.That(eulerAngles.Value, Is.PrettyCloseTo(expectedEulerAngles));
        }
Esempio n. 3
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        static float3 ToEulerAngles(quaternion q, math.RotationOrder order)
        {
            var iOrder = (int)order;

            var rotationMatrix = new float3x3(math.normalizesafe(q));
            var pitchAngle     = math.asin(math.clamp(
                                               k_PitchScalars[iOrder] * rotationMatrix[k_YawAxes[iOrder]][k_RollAxes[iOrder]], -1f, 1f
                                               ));
            float       rollAngle, yawAngle;
            const float kPiOver2 = math.PI * 0.5f;

            if (pitchAngle < kPiOver2)
            {
                if (pitchAngle > -kPiOver2)
                {
                    yawAngle = math.atan2(
                        -k_PitchScalars[iOrder] * rotationMatrix[k_PitchAxes[iOrder]][k_RollAxes[iOrder]],
                        rotationMatrix[k_RollAxes[iOrder]][k_RollAxes[iOrder]]
                        );
                    rollAngle = math.atan2(
                        -k_PitchScalars[iOrder] * rotationMatrix[k_YawAxes[iOrder]][k_PitchAxes[iOrder]],
                        rotationMatrix[k_YawAxes[iOrder]][k_YawAxes[iOrder]]
                        );
                }
                else // non-unique solution
                {
                    rollAngle = 0f;
                    yawAngle  = rollAngle - math.atan2(
                        k_PitchScalars[iOrder] * rotationMatrix[k_PitchAxes[iOrder]][k_YawAxes[iOrder]],
                        rotationMatrix[k_PitchAxes[iOrder]][k_PitchAxes[iOrder]]
                        );
                }
            }
            else // non-unique solution
            {
                rollAngle = 0f;
                yawAngle  = math.atan2(
                    k_PitchScalars[iOrder] * rotationMatrix[k_PitchAxes[iOrder]][k_YawAxes[iOrder]],
                    rotationMatrix[k_PitchAxes[iOrder]][k_PitchAxes[iOrder]]
                    ) - rollAngle;
            }
            // pack the angles into a vector and return the result
            return(math.degrees(new float3
            {
                [k_RollAxes[iOrder]] = rollAngle,
                [k_YawAxes[iOrder]] = yawAngle,
                [k_PitchAxes[iOrder]] = pitchAngle
            }));
        }
Esempio n. 4
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        internal static float3 eulerReorderBack(float3 euler, math.RotationOrder order)
        {
            switch (order)
            {
            case math.RotationOrder.XZY:
                return(euler.xzy);

            case math.RotationOrder.YZX:
                return(euler.zxy);

            case math.RotationOrder.YXZ:
                return(euler.yxz);

            case math.RotationOrder.ZXY:
                return(euler.yzx);

            case math.RotationOrder.ZYX:
                return(euler.zyx);

            case math.RotationOrder.XYZ:
            default:
                return(euler);
            }
        }
Esempio n. 5
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        public static float3 toEuler(quaternion q, math.RotationOrder order = math.RotationOrder.Default)
        {
            const float epsilon = 1e-6f;

            //prepare the data
            var qv    = q.value;
            var d1    = qv * qv.wwww * new float4(2.0f); //xw, yw, zw, ww
            var d2    = qv * qv.yzxw * new float4(2.0f); //xy, yz, zx, ww
            var d3    = qv * qv;
            var euler = new float3(0.0f);

            const float CUTOFF = (1.0f - 2.0f * epsilon) * (1.0f - 2.0f * epsilon);

            switch (order)
            {
            case math.RotationOrder.ZYX:
            {
                var y1 = d2.z + d1.y;
                if (y1 * y1 < CUTOFF)
                {
                    var x1 = -d2.x + d1.z;
                    var x2 = d3.x + d3.w - d3.y - d3.z;
                    var z1 = -d2.y + d1.x;
                    var z2 = d3.z + d3.w - d3.y - d3.x;
                    euler = new float3(math.atan2(x1, x2), math.asin(y1), math.atan2(z1, z2));
                }
                else     //zxz
                {
                    y1 = math.clamp(y1, -1.0f, 1.0f);
                    var abcd = new float4(d2.z, d1.y, d2.y, d1.x);
                    var x1   = 2.0f * (abcd.x * abcd.w + abcd.y * abcd.z);   //2(ad+bc)
                    var x2   = math.csum(abcd * abcd * new float4(-1.0f, 1.0f, -1.0f, 1.0f));
                    euler = new float3(math.atan2(x1, x2), math.asin(y1), 0.0f);
                }

                break;
            }

            case math.RotationOrder.ZXY:
            {
                var y1 = d2.y - d1.x;
                if (y1 * y1 < CUTOFF)
                {
                    var x1 = d2.x + d1.z;
                    var x2 = d3.y + d3.w - d3.x - d3.z;
                    var z1 = d2.z + d1.y;
                    var z2 = d3.z + d3.w - d3.x - d3.y;
                    euler = new float3(math.atan2(x1, x2), -math.asin(y1), math.atan2(z1, z2));
                }
                else     //zxz
                {
                    y1 = math.clamp(y1, -1.0f, 1.0f);
                    var abcd = new float4(d2.z, d1.y, d2.y, d1.x);
                    var x1   = 2.0f * (abcd.x * abcd.w + abcd.y * abcd.z);   //2(ad+bc)
                    var x2   = math.csum(abcd * abcd * new float4(-1.0f, 1.0f, -1.0f, 1.0f));
                    euler = new float3(math.atan2(x1, x2), -math.asin(y1), 0.0f);
                }

                break;
            }

            case math.RotationOrder.YXZ:
            {
                var y1 = d2.y + d1.x;
                if (y1 * y1 < CUTOFF)
                {
                    var x1 = -d2.z + d1.y;
                    var x2 = d3.z + d3.w - d3.x - d3.y;
                    var z1 = -d2.x + d1.z;
                    var z2 = d3.y + d3.w - d3.z - d3.x;
                    euler = new float3(math.atan2(x1, x2), math.asin(y1), math.atan2(z1, z2));
                }
                else     //yzy
                {
                    y1 = math.clamp(y1, -1.0f, 1.0f);
                    var abcd = new float4(d2.x, d1.z, d2.y, d1.x);
                    var x1   = 2.0f * (abcd.x * abcd.w + abcd.y * abcd.z);   //2(ad+bc)
                    var x2   = math.csum(abcd * abcd * new float4(-1.0f, 1.0f, -1.0f, 1.0f));
                    euler = new float3(math.atan2(x1, x2), math.asin(y1), 0.0f);
                }

                break;
            }

            case math.RotationOrder.YZX:
            {
                var y1 = d2.x - d1.z;
                if (y1 * y1 < CUTOFF)
                {
                    var x1 = d2.z + d1.y;
                    var x2 = d3.x + d3.w - d3.z - d3.y;
                    var z1 = d2.y + d1.x;
                    var z2 = d3.y + d3.w - d3.x - d3.z;
                    euler = new float3(math.atan2(x1, x2), -math.asin(y1), math.atan2(z1, z2));
                }
                else     //yxy
                {
                    y1 = math.clamp(y1, -1.0f, 1.0f);
                    var abcd = new float4(d2.x, d1.z, d2.y, d1.x);
                    var x1   = 2.0f * (abcd.x * abcd.w + abcd.y * abcd.z);   //2(ad+bc)
                    var x2   = math.csum(abcd * abcd * new float4(-1.0f, 1.0f, -1.0f, 1.0f));
                    euler = new float3(math.atan2(x1, x2), -math.asin(y1), 0.0f);
                }

                break;
            }

            case math.RotationOrder.XZY:
            {
                var y1 = d2.x + d1.z;
                if (y1 * y1 < CUTOFF)
                {
                    var x1 = -d2.y + d1.x;
                    var x2 = d3.y + d3.w - d3.z - d3.x;
                    var z1 = -d2.z + d1.y;
                    var z2 = d3.x + d3.w - d3.y - d3.z;
                    euler = new float3(math.atan2(x1, x2), math.asin(y1), math.atan2(z1, z2));
                }
                else     //xyx
                {
                    y1 = math.clamp(y1, -1.0f, 1.0f);
                    var abcd = new float4(d2.x, d1.z, d2.z, d1.y);
                    var x1   = 2.0f * (abcd.x * abcd.w + abcd.y * abcd.z);   //2(ad+bc)
                    var x2   = math.csum(abcd * abcd * new float4(-1.0f, 1.0f, -1.0f, 1.0f));
                    euler = new float3(math.atan2(x1, x2), math.asin(y1), 0.0f);
                }

                break;
            }

            case math.RotationOrder.XYZ:
            {
                var y1 = d2.z - d1.y;
                if (y1 * y1 < CUTOFF)
                {
                    var x1 = d2.y + d1.x;
                    var x2 = d3.z + d3.w - d3.y - d3.x;
                    var z1 = d2.x + d1.z;
                    var z2 = d3.x + d3.w - d3.y - d3.z;
                    euler = new float3(math.atan2(x1, x2), -math.asin(y1), math.atan2(z1, z2));
                }
                else     //xzx
                {
                    y1 = math.clamp(y1, -1.0f, 1.0f);
                    var abcd = new float4(d2.z, d1.y, d2.x, d1.z);
                    var x1   = 2.0f * (abcd.x * abcd.w + abcd.y * abcd.z);   //2(ad+bc)
                    var x2   = math.csum(abcd * abcd * new float4(-1.0f, 1.0f, -1.0f, 1.0f));
                    euler = new float3(math.atan2(x1, x2), -math.asin(y1), 0.0f);
                }

                break;
            }
            }

            return(eulerReorderBack(euler, order));
        }
Esempio n. 6
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 internal static float3 ToEulerAngles(this quaternion q, math.RotationOrder order = math.RotationOrder.XYZ)
 {
     return(toEuler(q, order));
 }