示例#1
0
    /// <summary>
    /// 旋转轴和旋转角(单位四元数有效)
    /// </summary>
    /// <param name="angle"></param>
    /// <param name="axisNormal"></param>
    public void ToAngleAxis(out float angle, out Vector3 axisNormal)
    {
        Vector3 axis = new Vector3(
            MathS.Abs(x) <= Threshold ? 0f : x,
            MathS.Abs(y) <= Threshold ? 0f : y,
            MathS.Abs(z) <= Threshold ? 0f : z
            );

        if (axis == Vector3.zero)
        {
            angle      = 0;
            axisNormal = Vector3.zero;
        }
        else
        {
            float length = axis.magnitude;
            angle      = MathS.Atan2(length, w) * 2 * MathS.RadToDeg;
            axisNormal = axis / length;
        }
    }
示例#2
0
    /// <summary>
    /// 欧拉角(单位四元数有效)
    /// </summary>
    /// <returns></returns>
    public Vector3 ToEulers()
    {
        Vector3 euler = Vector3.zero;
        Matrix  m     = ToMatrix();

        if (MathS.Abs(m[1, 0]) <= Threshold &&
            MathS.Abs(m[1, 1]) <= Threshold)
        {
            euler.x = m[1, 2] <= 0 ? 90 : -90;
            euler.y = 0;
            euler.z = MathS.Atan2(-m[0, 1], m[0, 0]) * MathS.RadToDeg;
        }
        else
        {
            euler.x = MathS.Asin(-m[1, 2]);
            euler.y = MathS.Atan2(m[0, 2], m[2, 2]);
            euler.z = MathS.Atan2(m[1, 0], m[1, 1]);
            euler  *= MathS.RadToDeg;
        }
        return(euler);
    }