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Added RotationVector extension methods for Matrix and Quaternion

This commit is contained in:
Ell 2021-11-22 14:48:38 +01:00
parent b30ec9408b
commit 5c8ef3d254
3 changed files with 41 additions and 4 deletions

View file

@ -13,6 +13,7 @@ Additions
- Added GenericFont SplitStringSeparate which differentiates between existing newline characters and splits due to maximum width
- Added StaticSpriteBatch class
- Added missing easing functions Quart and Quint to Easings
- Added RotationVector extension methods for Matrix and Quaternion
Improvements
- Cache TokenizedString inner offsets for non-Left text alignments to improve performance

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@ -45,6 +45,11 @@ namespace MLEM.Extensions {
return Math.Abs(first.X - second.X) <= tolerance && Math.Abs(first.Y - second.Y) <= tolerance && Math.Abs(first.Z - second.Z) <= tolerance && Math.Abs(first.W - second.W) <= tolerance;
}
/// <inheritdoc cref="Equals(float,float,float)"/>
public static bool Equals(this Quaternion first, Quaternion second, float tolerance) {
return Math.Abs(first.X - second.X) <= tolerance && Math.Abs(first.Y - second.Y) <= tolerance && Math.Abs(first.Z - second.Z) <= tolerance && Math.Abs(first.W - second.W) <= tolerance;
}
/// <inheritdoc cref="Math.Floor(decimal)"/>
public static Vector2 FloorCopy(this Vector2 vec) {
return new Vector2(vec.X.Floor(), vec.Y.Floor());
@ -213,7 +218,7 @@ namespace MLEM.Extensions {
/// <summary>
/// Returns the rotation that the given matrix represents, as a <see cref="Quaternion"/>.
/// Returns <see cref="Quaternion.Identity"/> if the matrix does not contain valid rotation information.
/// Returns <see cref="Quaternion.Identity"/> if the matrix does not contain valid rotation information, or is not rotated.
/// </summary>
/// <param name="matrix">The matrix</param>
/// <returns>The rotation of the matrix</returns>
@ -228,6 +233,30 @@ namespace MLEM.Extensions {
0, 0, 0, 1));
}
/// <summary>
/// Returns the rotation that the given matrix represents, as a <see cref="Vector3"/> that contains the x, y and z rotations in radians.
/// Returns <see cref="Vector3.Zero"/> if the matrix does not contain valid rotation information, or is not rotated.
/// </summary>
/// <param name="matrix">The matrix</param>
/// <returns>The rotation of the matrix</returns>
public static Vector3 RotationVector(this Matrix matrix) {
return matrix.Rotation().RotationVector();
}
/// <summary>
/// Returns the rotation that the given quaternion represents, as a <see cref="Vector3"/> that contains the x, y and z rotations in radians.
/// Returns <see cref="Vector3.Zero"/> if the quaternion does not contain valid rotation information, or is not rotated.
/// </summary>
/// <param name="quaternion">The quaternion</param>
/// <returns>The rotation of the quaternion</returns>
public static Vector3 RotationVector(this Quaternion quaternion) {
var (x, y, z, w) = quaternion;
return new Vector3(
(float) Math.Atan2(2 * (w * x + y * z), 1 - 2 * (x * x + y * y)),
(float) Math.Asin(MathHelper.Clamp(2 * (w * y - z * x), -1, 1)),
(float) Math.Atan2(2 * (w * z + x * y), 1 - 2 * (y * y + z * z)));
}
/// <summary>
/// Calculates the amount that the rectangle <paramref name="rect"/> is penetrating the rectangle <paramref name="other"/> by.
/// If a penetration on both axes is occuring, the one with the lower value is returned.

View file

@ -43,10 +43,17 @@ namespace Tests {
}
[Test]
public void TestMatrixOps([Range(0.5F, 2, 0.5F)] float scale, [Range(-1, 1, 1F)] float rotationX) {
var matrix = Matrix.CreateRotationX(rotationX) * Matrix.CreateScale(scale, scale, scale);
public void TestMatrixOps([Range(0.5F, 2, 0.5F)] float scale, [Range(-1, 1, 0.5F)] float rotationX, [Range(-1, 1, 0.5F)] float rotationY, [Range(-1, 1, 0.5F)] float rotationZ) {
var rotation = Matrix.CreateRotationX(rotationX) * Matrix.CreateRotationY(rotationY) * Matrix.CreateRotationZ(rotationZ);
var matrix = rotation * Matrix.CreateScale(scale, scale, scale);
Assert.IsTrue(matrix.Scale().Equals(new Vector3(scale), 0.001F), $"{matrix.Scale()} does not equal {new Vector2(scale)}");
Assert.AreEqual(matrix.Rotation(), Quaternion.CreateFromAxisAngle(Vector3.UnitX, rotationX));
Assert.IsTrue(matrix.Rotation().Equals(Quaternion.CreateFromRotationMatrix(rotation), 0.001F), $"{matrix.Rotation()} does not equal {Quaternion.CreateFromRotationMatrix(rotation)}");
Assert.IsTrue(matrix.RotationVector().Equals(new Vector3(rotationX, rotationY, rotationZ), 0.001F), $"{matrix.RotationVector()} does not equal {new Vector3(rotationX, rotationY, rotationZ)}");
// check against decomposed results
matrix.Decompose(out var sc, out var rot, out _);
Assert.AreEqual(matrix.Rotation(), rot);
Assert.AreEqual(matrix.Scale(), sc);
}
[Test]