initial upload
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using UnityEngine;
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using System.Collections;
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namespace RootMotion {
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/// <summary>
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/// Helper methods for dealing with Quaternions.
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/// </summary>
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public static class QuaTools {
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/// <summary>
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/// Returns yaw angle (-180 - 180) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
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/// </summary>
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public static float GetYaw(Quaternion space, Vector3 forward)
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{
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Vector3 dirLocal = Quaternion.Inverse(space) * forward;
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if (dirLocal.x == 0f && dirLocal.z == 0f) return 0f;
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if (float.IsInfinity(dirLocal.x) || float.IsInfinity(dirLocal.z)) return 0;
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return Mathf.Atan2(dirLocal.x, dirLocal.z) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// Returns pitch angle (-90 - 90) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
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/// </summary>
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public static float GetPitch(Quaternion space, Vector3 forward)
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{
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forward = forward.normalized;
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Vector3 dirLocal = Quaternion.Inverse(space) * forward;
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if (Mathf.Abs(dirLocal.y) > 1f) dirLocal.Normalize();
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return -Mathf.Asin(dirLocal.y) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// Returns bank angle (-180 - 180) of 'forward' and 'up' vectors relative to rotation space defined by spaceForward and spaceUp axes.
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/// </summary>
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public static float GetBank(Quaternion space, Vector3 forward, Vector3 up)
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{
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Vector3 spaceUp = space * Vector3.up;
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Quaternion invSpace = Quaternion.Inverse(space);
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forward = invSpace * forward;
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up = invSpace * up;
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Quaternion q = Quaternion.Inverse(Quaternion.LookRotation(spaceUp, forward));
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up = q * up;
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float result = Mathf.Atan2(up.x, up.z) * Mathf.Rad2Deg;
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return Mathf.Clamp(result, -180f, 180f);
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}
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/// <summary>
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/// Returns yaw angle (-180 - 180) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
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/// </summary>
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public static float GetYaw(Quaternion space, Quaternion rotation)
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{
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Vector3 dirLocal = Quaternion.Inverse(space) * (rotation * Vector3.forward);
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if (dirLocal.x == 0f && dirLocal.z == 0f) return 0f;
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if (float.IsInfinity(dirLocal.x) || float.IsInfinity(dirLocal.z)) return 0;
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return Mathf.Atan2(dirLocal.x, dirLocal.z) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// Returns pitch angle (-90 - 90) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
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/// </summary>
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public static float GetPitch(Quaternion space, Quaternion rotation)
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{
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Vector3 dirLocal = Quaternion.Inverse(space) * (rotation * Vector3.forward);
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if (Mathf.Abs(dirLocal.y) > 1f) dirLocal.Normalize();
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return -Mathf.Asin(dirLocal.y) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// Returns bank angle (-180 - 180) of 'forward' and 'up' vectors relative to rotation space defined by spaceForward and spaceUp axes.
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/// </summary>
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public static float GetBank(Quaternion space, Quaternion rotation)
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{
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Vector3 spaceUp = space * Vector3.up;
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Quaternion invSpace = Quaternion.Inverse(space);
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Vector3 forward = invSpace * (rotation * Vector3.forward);
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Vector3 up = invSpace * (rotation * Vector3.up);
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Quaternion q = Quaternion.Inverse(Quaternion.LookRotation(spaceUp, forward));
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up = q * up;
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float result = Mathf.Atan2(up.x, up.z) * Mathf.Rad2Deg;
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return Mathf.Clamp(result, -180f, 180f);
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}
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/// <summary>
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/// Optimized Quaternion.Lerp
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/// </summary>
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public static Quaternion Lerp(Quaternion fromRotation, Quaternion toRotation, float weight) {
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if (weight <= 0f) return fromRotation;
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if (weight >= 1f) return toRotation;
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return Quaternion.Lerp(fromRotation, toRotation, weight);
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}
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/// <summary>
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/// Optimized Quaternion.Slerp
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/// </summary>
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public static Quaternion Slerp(Quaternion fromRotation, Quaternion toRotation, float weight) {
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if (weight <= 0f) return fromRotation;
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if (weight >= 1f) return toRotation;
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return Quaternion.Slerp(fromRotation, toRotation, weight);
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}
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/// <summary>
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/// Returns the rotation from identity Quaternion to "q", interpolated linearily by "weight".
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/// </summary>
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public static Quaternion LinearBlend(Quaternion q, float weight) {
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if (weight <= 0f) return Quaternion.identity;
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if (weight >= 1f) return q;
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return Quaternion.Lerp(Quaternion.identity, q, weight);
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}
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/// <summary>
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/// Returns the rotation from identity Quaternion to "q", interpolated spherically by "weight".
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/// </summary>
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public static Quaternion SphericalBlend(Quaternion q, float weight) {
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if (weight <= 0f) return Quaternion.identity;
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if (weight >= 1f) return q;
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return Quaternion.Slerp(Quaternion.identity, q, weight);
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}
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/// <summary>
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/// Creates a FromToRotation, but makes sure its axis remains fixed near to the Quaternion singularity point.
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/// </summary>
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/// <returns>
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/// The from to rotation around an axis.
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/// </returns>
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/// <param name='fromDirection'>
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/// From direction.
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/// </param>
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/// <param name='toDirection'>
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/// To direction.
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/// </param>
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/// <param name='axis'>
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/// Axis. Should be normalized before passing into this method.
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/// </param>
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public static Quaternion FromToAroundAxis(Vector3 fromDirection, Vector3 toDirection, Vector3 axis) {
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Quaternion fromTo = Quaternion.FromToRotation(fromDirection, toDirection);
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float angle = 0;
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Vector3 freeAxis = Vector3.zero;
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fromTo.ToAngleAxis(out angle, out freeAxis);
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float dot = Vector3.Dot(freeAxis, axis);
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if (dot < 0) angle = -angle;
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return Quaternion.AngleAxis(angle, axis);
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}
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/// <summary>
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/// Gets the rotation that can be used to convert a rotation from one axis space to another.
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/// </summary>
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public static Quaternion RotationToLocalSpace(Quaternion space, Quaternion rotation) {
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return Quaternion.Inverse(Quaternion.Inverse(space) * rotation);
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}
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/// <summary>
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/// Gets the Quaternion from rotation "from" to rotation "to".
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/// </summary>
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public static Quaternion FromToRotation(Quaternion from, Quaternion to) {
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if (to == from) return Quaternion.identity;
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return to * Quaternion.Inverse(from);
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}
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/// <summary>
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/// Gets the closest direction axis to a vector. Input vector must be normalized!
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/// </summary>
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public static Vector3 GetAxis(Vector3 v) {
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Vector3 closest = Vector3.right;
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bool neg = false;
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float x = Vector3.Dot(v, Vector3.right);
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float maxAbsDot = Mathf.Abs(x);
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if (x < 0f) neg = true;
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float y = Vector3.Dot(v, Vector3.up);
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float absDot = Mathf.Abs(y);
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if (absDot > maxAbsDot) {
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maxAbsDot = absDot;
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closest = Vector3.up;
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neg = y < 0f;
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}
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float z = Vector3.Dot(v, Vector3.forward);
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absDot = Mathf.Abs(z);
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if (absDot > maxAbsDot) {
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closest = Vector3.forward;
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neg = z < 0f;
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}
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if (neg) closest = -closest;
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return closest;
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}
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/// <summary>
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/// Clamps the rotation similar to V3Tools.ClampDirection.
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/// </summary>
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public static Quaternion ClampRotation(Quaternion rotation, float clampWeight, int clampSmoothing) {
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if (clampWeight >= 1f) return Quaternion.identity;
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if (clampWeight <= 0f) return rotation;
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float angle = Quaternion.Angle(Quaternion.identity, rotation);
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float dot = 1f - (angle / 180f);
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float targetClampMlp = Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f);
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float clampMlp = Mathf.Clamp(dot / clampWeight, 0f, 1f);
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// Sine smoothing iterations
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for (int i = 0; i < clampSmoothing; i++) {
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float sinF = clampMlp * Mathf.PI * 0.5f;
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clampMlp = Mathf.Sin(sinF);
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}
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return Quaternion.Slerp(Quaternion.identity, rotation, clampMlp * targetClampMlp);
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}
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/// <summary>
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/// Clamps an angular value.
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/// </summary>
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public static float ClampAngle(float angle, float clampWeight, int clampSmoothing) {
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if (clampWeight >= 1f) return 0f;
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if (clampWeight <= 0f) return angle;
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float dot = 1f - (Mathf.Abs(angle) / 180f);
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float targetClampMlp = Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f);
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float clampMlp = Mathf.Clamp(dot / clampWeight, 0f, 1f);
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// Sine smoothing iterations
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for (int i = 0; i < clampSmoothing; i++) {
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float sinF = clampMlp * Mathf.PI * 0.5f;
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clampMlp = Mathf.Sin(sinF);
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}
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return Mathf.Lerp(0f, angle, clampMlp * targetClampMlp);
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}
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/// <summary>
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/// Used for matching the rotations of objects that have different orientations.
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/// </summary>
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public static Quaternion MatchRotation(Quaternion targetRotation, Vector3 targetAxis1, Vector3 targetAxis2, Vector3 axis1, Vector3 axis2) {
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Quaternion f = Quaternion.LookRotation(axis1, axis2);
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Quaternion fTarget = Quaternion.LookRotation(targetAxis1, targetAxis2);
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Quaternion d = targetRotation * fTarget;
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return d * Quaternion.Inverse(f);
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}
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/// <summary>
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/// Converts an Euler rotation from 0 to 360 representation to -180 to 180.
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/// </summary>
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public static Vector3 ToBiPolar(Vector3 euler)
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{
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return new Vector3(ToBiPolar(euler.x), ToBiPolar(euler.y), ToBiPolar(euler.z));
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}
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/// <summary>
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/// Converts an angular value from 0 to 360 representation to -180 to 180.
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/// </summary>
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public static float ToBiPolar(float angle)
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{
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angle = angle % 360f;
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if (angle >= 180f) return angle - 360f;
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if (angle <= -180f) return angle + 360f;
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return angle;
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}
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/// <summary>
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/// Mirrors a Quaternion on the YZ plane in provided rotation space.
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/// </summary>
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public static Quaternion MirrorYZ(Quaternion r, Quaternion space)
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{
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r = Quaternion.Inverse(space) * r;
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Vector3 forward = r * Vector3.forward;
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Vector3 up = r * Vector3.up;
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forward.x *= -1;
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up.x *= -1;
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return space * Quaternion.LookRotation(forward, up);
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}
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/// <summary>
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/// Mirrors a Quaternion on the world space YZ plane.
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/// </summary>
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public static Quaternion MirrorYZ(Quaternion r)
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{
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Vector3 forward = r * Vector3.forward;
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Vector3 up = r * Vector3.up;
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forward.x *= -1;
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up.x *= -1;
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return Quaternion.LookRotation(forward, up);
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}
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}
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}
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