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A custom completely managed implementation of UnityEngine.Quaternion. Base is decompiled UnityEngine.Quaternion. Doesn't implement methods marked Obsolete. Does implicit coversions to and from UnityEngine.Quaternion
// A custom completely managed implementation of UnityEngine.Quaternion
// Base is decompiled UnityEngine.Quaternion
// Doesn't implement methods marked Obsolete
// Does implicit coversions to and from UnityEngine.Quaternion
// Uses code from:
// https://raw.githubusercontent.com/mono/opentk/master/Source/OpenTK/Math/Quaternion.cs
// http://answers.unity3d.com/questions/467614/what-is-the-source-code-of-quaternionlookrotation.html
// http://stackoverflow.com/questions/12088610/conversion-between-euler-quaternion-like-in-unity3d-engine
// http://stackoverflow.com/questions/11492299/quaternion-to-euler-angles-algorithm-how-to-convert-to-y-up-and-between-ha
using System;
using UnityEngine.Internal;
using UnityEngine;
//
// Summary:
// ///
// Quaternions are used to represent rotations.
// ///
//[DefaultMember("Item")]
public struct Quaternion : IEquatable<Quaternion>
{
const float radToDeg = (float)(180.0 / Mathd.PI);
const float degToRad = (float)(Mathd.PI / 180.0);
public const float kEpsilon = 1E-06f; // should probably be used in the 0 tests in LookRotation or Slerp
public Vector3 xyz
{
set
{
x = value.x;
y = value.y;
z = value.z;
}
get
{
return new Vector3(x, y, z);
}
}
/// <summary>
/// <para>X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
/// </summary>
public float x;
/// <summary>
/// <para>Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
/// </summary>
public float y;
/// <summary>
/// <para>Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
/// </summary>
public float z;
/// <summary>
/// <para>W component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
/// </summary>
public float w;
public float this[int index]
{
get
{
switch (index)
{
case 0:
return this.x;
case 1:
return this.y;
case 2:
return this.z;
case 3:
return this.w;
default:
throw new IndexOutOfRangeException("Invalid Quaternion index!");
}
}
set
{
switch (index)
{
case 0:
this.x = value;
break;
case 1:
this.y = value;
break;
case 2:
this.z = value;
break;
case 3:
this.w = value;
break;
default:
throw new IndexOutOfRangeException("Invalid Quaternion index!");
}
}
}
/// <summary>
/// <para>The identity rotation (RO).</para>
/// </summary>
public static Quaternion identity
{
get
{
return new Quaternion(0f, 0f, 0f, 1f);
}
}
/// <summary>
/// <para>Returns the euler angle representation of the rotation.</para>
/// </summary>
public Vector3 eulerAngles
{
get
{
return Quaternion.Internal_ToEulerRad(this) * radToDeg;
}
set
{
this = Quaternion.Internal_FromEulerRad(value * degToRad);
}
}
#region public float Length
/// <summary>
/// Gets the length (magnitude) of the quaternion.
/// </summary>
/// <seealso cref="LengthSquared"/>
public float Length
{
get
{
return (float)System.Math.Sqrt(x * x + y * y + z * z + w * w);
}
}
#endregion
#region public float LengthSquared
/// <summary>
/// Gets the square of the quaternion length (magnitude).
/// </summary>
public float LengthSquared
{
get
{
return x * x + y * y + z * z + w * w;
}
}
#endregion
#region public void Normalize()
/// <summary>
/// Scales the Quaternion to unit length.
/// </summary>
public void Normalize()
{
float scale = 1.0f / this.Length;
xyz *= scale;
w *= scale;
}
#endregion
#region Normalize
/// <summary>
/// Scale the given quaternion to unit length
/// </summary>
/// <param name="q">The quaternion to normalize</param>
/// <returns>The normalized quaternion</returns>
public static Quaternion Normalize(Quaternion q)
{
Quaternion result;
Normalize(ref q, out result);
return result;
}
/// <summary>
/// Scale the given quaternion to unit length
/// </summary>
/// <param name="q">The quaternion to normalize</param>
/// <param name="result">The normalized quaternion</param>
public static void Normalize(ref Quaternion q, out Quaternion result)
{
float scale = 1.0f / q.Length;
result = new Quaternion(q.xyz * scale, q.w * scale);
}
#endregion
/// <summary>
/// <para>Constructs new Quaternion with given x,y,z,w components.</para>
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <param name="w"></param>
public Quaternion(float x, float y, float z, float w)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
/// <summary>
/// Construct a new Quaternion from vector and w components
/// </summary>
/// <param name="v">The vector part</param>
/// <param name="w">The w part</param>
public Quaternion(Vector3 v, float w)
{
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = w;
}
/// <summary>
/// <para>Set x, y, z and w components of an existing Quaternion.</para>
/// </summary>
/// <param name="new_x"></param>
/// <param name="new_y"></param>
/// <param name="new_z"></param>
/// <param name="new_w"></param>
public void Set(float new_x, float new_y, float new_z, float new_w)
{
this.x = new_x;
this.y = new_y;
this.z = new_z;
this.w = new_w;
}
/// <summary>
/// <para>The dot product between two rotations.</para>
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
public static float Dot(Quaternion a, Quaternion b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
/// <summary>
/// <para>Creates a rotation which rotates /angle/ degrees around /axis/.</para>
/// </summary>
/// <param name="angle"></param>
/// <param name="axis"></param>
public static Quaternion AngleAxis(float angle, Vector3 axis)
{
return Quaternion.INTERNAL_CALL_AngleAxis(angle, ref axis);
}
private static Quaternion INTERNAL_CALL_AngleAxis(float degress, ref Vector3 axis)
{
if (axis.sqrMagnitude == 0.0f)
return identity;
Quaternion result = identity;
var radians = degress * degToRad;
radians *= 0.5f;
axis.Normalize();
axis = axis * (float)System.Math.Sin(radians);
result.x = axis.x;
result.y = axis.y;
result.z = axis.z;
result.w = (float)System.Math.Cos(radians);
return Normalize(result);
}
public void ToAngleAxis(out float angle, out Vector3 axis)
{
Quaternion.Internal_ToAxisAngleRad(this, out axis, out angle);
angle *= radToDeg;
}
/// <summary>
/// <para>Creates a rotation which rotates from /fromDirection/ to /toDirection/.</para>
/// </summary>
/// <param name="fromDirection"></param>
/// <param name="toDirection"></param>
public static Quaternion FromToRotation(Vector3 fromDirection, Vector3 toDirection)
{
return RotateTowards(LookRotation(fromDirection), LookRotation(toDirection), float.MaxValue);
}
/// <summary>
/// <para>Creates a rotation which rotates from /fromDirection/ to /toDirection/.</para>
/// </summary>
/// <param name="fromDirection"></param>
/// <param name="toDirection"></param>
public void SetFromToRotation(Vector3 fromDirection, Vector3 toDirection)
{
this = Quaternion.FromToRotation(fromDirection, toDirection);
}
/// <summary>
/// <para>Creates a rotation with the specified /forward/ and /upwards/ directions.</para>
/// </summary>
/// <param name="forward">The direction to look in.</param>
/// <param name="upwards">The vector that defines in which direction up is.</param>
public static Quaternion LookRotation(Vector3 forward, [DefaultValue("Vector3.up")] Vector3 upwards)
{
return Quaternion.INTERNAL_CALL_LookRotation(ref forward, ref upwards);
}
[ExcludeFromDocs]
public static Quaternion LookRotation(Vector3 forward)
{
Vector3 up = Vector3.up;
return Quaternion.INTERNAL_CALL_LookRotation(ref forward, ref up);
}
// from http://answers.unity3d.com/questions/467614/what-is-the-source-code-of-quaternionlookrotation.html
private static Quaternion INTERNAL_CALL_LookRotation(ref Vector3 forward, ref Vector3 up)
{
forward = Vector3.Normalize(forward);
Vector3 right = Vector3.Normalize(Vector3.Cross(up, forward));
up = Vector3.Cross(forward, right);
var m00 = right.x;
var m01 = right.y;
var m02 = right.z;
var m10 = up.x;
var m11 = up.y;
var m12 = up.z;
var m20 = forward.x;
var m21 = forward.y;
var m22 = forward.z;
float num8 = (m00 + m11) + m22;
var quaternion = new Quaternion();
if (num8 > 0f)
{
var num = (float)Math.Sqrt(num8 + 1f);
quaternion.w = num * 0.5f;
num = 0.5f / num;
quaternion.x = (m12 - m21) * num;
quaternion.y = (m20 - m02) * num;
quaternion.z = (m01 - m10) * num;
return quaternion;
}
if ((m00 >= m11) && (m00 >= m22))
{
var num7 = (float)Math.Sqrt(((1f + m00) - m11) - m22);
var num4 = 0.5f / num7;
quaternion.x = 0.5f * num7;
quaternion.y = (m01 + m10) * num4;
quaternion.z = (m02 + m20) * num4;
quaternion.w = (m12 - m21) * num4;
return quaternion;
}
if (m11 > m22)
{
var num6 = (float)Math.Sqrt(((1f + m11) - m00) - m22);
var num3 = 0.5f / num6;
quaternion.x = (m10 + m01) * num3;
quaternion.y = 0.5f * num6;
quaternion.z = (m21 + m12) * num3;
quaternion.w = (m20 - m02) * num3;
return quaternion;
}
var num5 = (float)Math.Sqrt(((1f + m22) - m00) - m11);
var num2 = 0.5f / num5;
quaternion.x = (m20 + m02) * num2;
quaternion.y = (m21 + m12) * num2;
quaternion.z = 0.5f * num5;
quaternion.w = (m01 - m10) * num2;
return quaternion;
}
[ExcludeFromDocs]
public void SetLookRotation(Vector3 view)
{
Vector3 up = Vector3.up;
this.SetLookRotation(view, up);
}
/// <summary>
/// <para>Creates a rotation with the specified /forward/ and /upwards/ directions.</para>
/// </summary>
/// <param name="view">The direction to look in.</param>
/// <param name="up">The vector that defines in which direction up is.</param>
public void SetLookRotation(Vector3 view, [DefaultValue("Vector3.up")] Vector3 up)
{
this = Quaternion.LookRotation(view, up);
}
/// <summary>
/// <para>Spherically interpolates between /a/ and /b/ by t. The parameter /t/ is clamped to the range [0, 1].</para>
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="t"></param>
public static Quaternion Slerp(Quaternion a, Quaternion b, float t)
{
return Quaternion.INTERNAL_CALL_Slerp(ref a, ref b, t);
}
private static Quaternion INTERNAL_CALL_Slerp(ref Quaternion a, ref Quaternion b, float t)
{
if (t > 1) t = 1;
if (t < 0) t = 0;
return INTERNAL_CALL_SlerpUnclamped(ref a, ref b, t);
}
/// <summary>
/// <para>Spherically interpolates between /a/ and /b/ by t. The parameter /t/ is not clamped.</para>
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="t"></param>
public static Quaternion SlerpUnclamped(Quaternion a, Quaternion b, float t)
{
return Quaternion.INTERNAL_CALL_SlerpUnclamped(ref a, ref b, t);
}
private static Quaternion INTERNAL_CALL_SlerpUnclamped(ref Quaternion a, ref Quaternion b, float t)
{
// if either input is zero, return the other.
if (a.LengthSquared == 0.0f)
{
if (b.LengthSquared == 0.0f)
{
return identity;
}
return b;
}
else if (b.LengthSquared == 0.0f)
{
return a;
}
float cosHalfAngle = a.w * b.w + Vector3.Dot(a.xyz, b.xyz);
if (cosHalfAngle >= 1.0f || cosHalfAngle <= -1.0f)
{
// angle = 0.0f, so just return one input.
return a;
}
else if (cosHalfAngle < 0.0f)
{
b.xyz = -b.xyz;
b.w = -b.w;
cosHalfAngle = -cosHalfAngle;
}
float blendA;
float blendB;
if (cosHalfAngle < 0.99f)
{
// do proper slerp for big angles
float halfAngle = (float)System.Math.Acos(cosHalfAngle);
float sinHalfAngle = (float)System.Math.Sin(halfAngle);
float oneOverSinHalfAngle = 1.0f / sinHalfAngle;
blendA = (float)System.Math.Sin(halfAngle * (1.0f - t)) * oneOverSinHalfAngle;
blendB = (float)System.Math.Sin(halfAngle * t) * oneOverSinHalfAngle;
}
else
{
// do lerp if angle is really small.
blendA = 1.0f - t;
blendB = t;
}
Quaternion result = new Quaternion(blendA * a.xyz + blendB * b.xyz, blendA * a.w + blendB * b.w);
if (result.LengthSquared > 0.0f)
return Normalize(result);
else
return identity;
}
/// <summary>
/// <para>Interpolates between /a/ and /b/ by /t/ and normalizes the result afterwards. The parameter /t/ is clamped to the range [0, 1].</para>
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="t"></param>
public static Quaternion Lerp(Quaternion a, Quaternion b, float t)
{
if (t > 1) t = 1;
if (t < 0) t = 0;
return INTERNAL_CALL_Slerp(ref a, ref b, t); // TODO: use lerp not slerp, "Because quaternion works in 4D. Rotation in 4D are linear" ???
}
/// <summary>
/// <para>Interpolates between /a/ and /b/ by /t/ and normalizes the result afterwards. The parameter /t/ is not clamped.</para>
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="t"></param>
public static Quaternion LerpUnclamped(Quaternion a, Quaternion b, float t)
{
return INTERNAL_CALL_Slerp(ref a, ref b, t);
}
/// <summary>
/// <para>Rotates a rotation /from/ towards /to/.</para>
/// </summary>
/// <param name="from"></param>
/// <param name="to"></param>
/// <param name="maxDegreesDelta"></param>
public static Quaternion RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta)
{
float num = Quaternion.Angle(from, to);
if (num == 0f)
{
return to;
}
float t = Mathf.Min(1f, maxDegreesDelta / num);
return Quaternion.SlerpUnclamped(from, to, t);
}
/// <summary>
/// <para>Returns the Inverse of /rotation/.</para>
/// </summary>
/// <param name="rotation"></param>
public static Quaternion Inverse(Quaternion rotation)
{
float lengthSq = rotation.LengthSquared;
if (lengthSq != 0.0)
{
float i = 1.0f / lengthSq;
return new Quaternion(rotation.xyz * -i, rotation.w * i);
}
return rotation;
}
/// <summary>
/// <para>Returns a nicely formatted string of the Quaternion.</para>
/// </summary>
/// <param name="format"></param>
public override string ToString()
{
return string.Format("({0:F1}, {1:F1}, {2:F1}, {3:F1})", new object[]
{
this.x,
this.y,
this.z,
this.w
});
}
/// <summary>
/// <para>Returns a nicely formatted string of the Quaternion.</para>
/// </summary>
/// <param name="format"></param>
public string ToString(string format)
{
return string.Format("({0}, {1}, {2}, {3})", new object[]
{
this.x.ToString(format),
this.y.ToString(format),
this.z.ToString(format),
this.w.ToString(format)
});
}
/// <summary>
/// <para>Returns the angle in degrees between two rotations /a/ and /b/.</para>
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
public static float Angle(Quaternion a, Quaternion b)
{
float f = Quaternion.Dot(a, b);
return Mathf.Acos(Mathf.Min(Mathf.Abs(f), 1f)) * 2f * radToDeg;
}
/// <summary>
/// <para>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</para>
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
public static Quaternion Euler(double x, double y, double z)
{
return Quaternion.Internal_FromEulerRad(new Vector3((float)x, (float)y, (float)z) * degToRad);
}
/// <summary>
/// <para>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</para>
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
public static Quaternion Euler(float x, float y, float z)
{
return Quaternion.Internal_FromEulerRad(new Vector3(x, y, z) * degToRad);
}
/// <summary>
/// <para>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</para>
/// </summary>
/// <param name="euler"></param>
public static Quaternion Euler(Vector3 euler)
{
return Quaternion.Internal_FromEulerRad(euler * degToRad);
}
// from http://stackoverflow.com/questions/12088610/conversion-between-euler-quaternion-like-in-unity3d-engine
private static Vector3 Internal_ToEulerRad(Quaternion rotation)
{
float sqw = rotation.w * rotation.w;
float sqx = rotation.x * rotation.x;
float sqy = rotation.y * rotation.y;
float sqz = rotation.z * rotation.z;
float unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
float test = rotation.x * rotation.w - rotation.y * rotation.z;
Vector3 v;
if (test > 0.4995f * unit)
{ // singularity at north pole
v.y = 2f * Mathf.Atan2(rotation.y, rotation.x);
v.x = Mathf.PI / 2;
v.z = 0;
return NormalizeAngles(v * Mathf.Rad2Deg);
}
if (test < -0.4995f * unit)
{ // singularity at south pole
v.y = -2f * Mathf.Atan2(rotation.y, rotation.x);
v.x = -Mathf.PI / 2;
v.z = 0;
return NormalizeAngles(v * Mathf.Rad2Deg);
}
Quaternion q = new Quaternion(rotation.w, rotation.z, rotation.x, rotation.y);
v.y = (float)Math.Atan2(2f * q.x * q.w + 2f * q.y * q.z, 1 - 2f * (q.z * q.z + q.w * q.w)); // Yaw
v.x = (float)Math.Asin(2f * (q.x * q.z - q.w * q.y)); // Pitch
v.z = (float)Math.Atan2(2f * q.x * q.y + 2f * q.z * q.w, 1 - 2f * (q.y * q.y + q.z * q.z)); // Roll
return NormalizeAngles(v * Mathf.Rad2Deg);
}
private static Vector3 NormalizeAngles(Vector3 angles)
{
angles.x = NormalizeAngle(angles.x);
angles.y = NormalizeAngle(angles.y);
angles.z = NormalizeAngle(angles.z);
return angles;
}
private static float NormalizeAngle(float angle)
{
float modAngle = angle % 360.0f;
if (modAngle < 0.0f)
return modAngle + 360.0f;
else
return modAngle;
}
// from http://stackoverflow.com/questions/11492299/quaternion-to-euler-angles-algorithm-how-to-convert-to-y-up-and-between-ha
private static Quaternion Internal_FromEulerRad(Vector3 euler)
{
var yaw = euler.x;
var pitch = euler.y;
var roll = euler.z;
float rollOver2 = roll * 0.5f;
float sinRollOver2 = (float)Math.Sin((double)rollOver2);
float cosRollOver2 = (float)Math.Cos((double)rollOver2);
float pitchOver2 = pitch * 0.5f;
float sinPitchOver2 = (float)Math.Sin((double)pitchOver2);
float cosPitchOver2 = (float)Math.Cos((double)pitchOver2);
float yawOver2 = yaw * 0.5f;
float sinYawOver2 = (float)Math.Sin((double)yawOver2);
float cosYawOver2 = (float)Math.Cos((double)yawOver2);
Quaternion result;
result.x = cosYawOver2 * cosPitchOver2 * cosRollOver2 + sinYawOver2 * sinPitchOver2 * sinRollOver2;
result.y = cosYawOver2 * cosPitchOver2 * sinRollOver2 - sinYawOver2 * sinPitchOver2 * cosRollOver2;
result.z = cosYawOver2 * sinPitchOver2 * cosRollOver2 + sinYawOver2 * cosPitchOver2 * sinRollOver2;
result.w = sinYawOver2 * cosPitchOver2 * cosRollOver2 - cosYawOver2 * sinPitchOver2 * sinRollOver2;
return result;
}
private static void Internal_ToAxisAngleRad(Quaternion q, out Vector3 axis, out float angle)
{
if (Math.Abs(q.w) > 1.0f)
q.Normalize();
angle = 2.0f * (float)System.Math.Acos(q.w); // angle
float den = (float)System.Math.Sqrt(1.0 - q.w * q.w);
if (den > 0.0001f)
{
axis = q.xyz / den;
}
else
{
// This occurs when the angle is zero.
// Not a problem: just set an arbitrary normalized axis.
axis = new Vector3(1, 0, 0);
}
}
#region Obsolete methods
/*
[Obsolete("Use Quaternion.Euler instead. This function was deprecated because it uses radians instead of degrees")]
public static Quaternion EulerRotation(float x, float y, float z)
{
return Quaternion.Internal_FromEulerRad(new Vector3(x, y, z));
}
[Obsolete("Use Quaternion.Euler instead. This function was deprecated because it uses radians instead of degrees")]
public static Quaternion EulerRotation(Vector3 euler)
{
return Quaternion.Internal_FromEulerRad(euler);
}
[Obsolete("Use Quaternion.Euler instead. This function was deprecated because it uses radians instead of degrees")]
public void SetEulerRotation(float x, float y, float z)
{
this = Quaternion.Internal_FromEulerRad(new Vector3(x, y, z));
}
[Obsolete("Use Quaternion.Euler instead. This function was deprecated because it uses radians instead of degrees")]
public void SetEulerRotation(Vector3 euler)
{
this = Quaternion.Internal_FromEulerRad(euler);
}
[Obsolete("Use Quaternion.eulerAngles instead. This function was deprecated because it uses radians instead of degrees")]
public Vector3 ToEuler()
{
return Quaternion.Internal_ToEulerRad(this);
}
[Obsolete("Use Quaternion.Euler instead. This function was deprecated because it uses radians instead of degrees")]
public static Quaternion EulerAngles(float x, float y, float z)
{
return Quaternion.Internal_FromEulerRad(new Vector3(x, y, z));
}
[Obsolete("Use Quaternion.Euler instead. This function was deprecated because it uses radians instead of degrees")]
public static Quaternion EulerAngles(Vector3 euler)
{
return Quaternion.Internal_FromEulerRad(euler);
}
[Obsolete("Use Quaternion.ToAngleAxis instead. This function was deprecated because it uses radians instead of degrees")]
public void ToAxisAngle(out Vector3 axis, out float angle)
{
Quaternion.Internal_ToAxisAngleRad(this, out axis, out angle);
}
[Obsolete("Use Quaternion.Euler instead. This function was deprecated because it uses radians instead of degrees")]
public void SetEulerAngles(float x, float y, float z)
{
this.SetEulerRotation(new Vector3(x, y, z));
}
[Obsolete("Use Quaternion.Euler instead. This function was deprecated because it uses radians instead of degrees")]
public void SetEulerAngles(Vector3 euler)
{
this = Quaternion.EulerRotation(euler);
}
[Obsolete("Use Quaternion.eulerAngles instead. This function was deprecated because it uses radians instead of degrees")]
public static Vector3 ToEulerAngles(Quaternion rotation)
{
return Quaternion.Internal_ToEulerRad(rotation);
}
[Obsolete("Use Quaternion.eulerAngles instead. This function was deprecated because it uses radians instead of degrees")]
public Vector3 ToEulerAngles()
{
return Quaternion.Internal_ToEulerRad(this);
}
[Obsolete("Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instead of degrees")]
public static Quaternion AxisAngle(Vector3 axis, float angle)
{
return Quaternion.INTERNAL_CALL_AxisAngle(ref axis, angle);
}
private static Quaternion INTERNAL_CALL_AxisAngle(ref Vector3 axis, float angle)
{
}
[Obsolete("Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instead of degrees")]
public void SetAxisAngle(Vector3 axis, float angle)
{
this = Quaternion.AxisAngle(axis, angle);
}
*/
#endregion
public override int GetHashCode()
{
return this.x.GetHashCode() ^ this.y.GetHashCode() << 2 ^ this.z.GetHashCode() >> 2 ^ this.w.GetHashCode() >> 1;
}
public override bool Equals(object other)
{
if (!(other is Quaternion))
{
return false;
}
Quaternion quaternion = (Quaternion)other;
return this.x.Equals(quaternion.x) && this.y.Equals(quaternion.y) && this.z.Equals(quaternion.z) && this.w.Equals(quaternion.w);
}
public bool Equals(Quaternion other)
{
return this.x.Equals(other.x) && this.y.Equals(other.y) && this.z.Equals(other.z) && this.w.Equals(other.w);
}
public static Quaternion operator *(Quaternion lhs, Quaternion rhs)
{
return new Quaternion(lhs.w * rhs.x + lhs.x * rhs.w + lhs.y * rhs.z - lhs.z * rhs.y, lhs.w * rhs.y + lhs.y * rhs.w + lhs.z * rhs.x - lhs.x * rhs.z, lhs.w * rhs.z + lhs.z * rhs.w + lhs.x * rhs.y - lhs.y * rhs.x, lhs.w * rhs.w - lhs.x * rhs.x - lhs.y * rhs.y - lhs.z * rhs.z);
}
public static Vector3 operator *(Quaternion rotation, Vector3 point)
{
float num = rotation.x * 2f;
float num2 = rotation.y * 2f;
float num3 = rotation.z * 2f;
float num4 = rotation.x * num;
float num5 = rotation.y * num2;
float num6 = rotation.z * num3;
float num7 = rotation.x * num2;
float num8 = rotation.x * num3;
float num9 = rotation.y * num3;
float num10 = rotation.w * num;
float num11 = rotation.w * num2;
float num12 = rotation.w * num3;
Vector3 result;
result.x = (1f - (num5 + num6)) * point.x + (num7 - num12) * point.y + (num8 + num11) * point.z;
result.y = (num7 + num12) * point.x + (1f - (num4 + num6)) * point.y + (num9 - num10) * point.z;
result.z = (num8 - num11) * point.x + (num9 + num10) * point.y + (1f - (num4 + num5)) * point.z;
return result;
}
public static bool operator ==(Quaternion lhs, Quaternion rhs)
{
return Quaternion.Dot(lhs, rhs) > 0.999999f;
}
public static bool operator !=(Quaternion lhs, Quaternion rhs)
{
return Quaternion.Dot(lhs, rhs) <= 0.999999f;
}
public static implicit operator UnityEngine.Quaternion(Quaternion me)
{
return new UnityEngine.Quaternion(me.x, me.y, me.z, me.w);
}
public static implicit operator Quaternion(UnityEngine.Quaternion other)
{
return new Quaternion(other.x, other.y, other.z, other.w);
}
}
@wes-hawkins
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wes-hawkins commented Jul 12, 2024

This is an amazing resource, thank you. One issue I've come across is the FromToRotation() method seems to be wrong. I don't know what the true original source is, but I replaced it with this and things seem to be working again:

public static Quaternion FromToRotation(Vector3 fromDirection, Vector3 toDirection)
{
	Vector3 axis = Vector3.Cross(fromDirection, toDirection);
	float angle = Vector3.Angle(fromDirection, toDirection);
	return AngleAxis(angle, axis.normalized);
}

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