Development Merge 2025.04.01 #1

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Syntriax merged 32 commits from development into main 2025-04-01 19:20:18 +03:00
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@ -217,6 +217,63 @@ public readonly struct Quaternion(float x, float y, float z, float w)
return new Quaternion(axis.X * sinHalf, axis.Y * sinHalf, axis.Z * sinHalf, MathF.Cos(halfAngle));
}
/// <summary>
/// Calculates the <see cref="Quaternion"/> from given yaw, pitch and roll values.
/// </summary>
/// <returns>The rotation <see cref="Quaternion"/> calculated by the given parameters.</returns>
public static Quaternion FromAngles(float x, float y, float z)
{
float cosX = Math.Cos(x * .5f);
float sinX = Math.Sin(x * .5f);
float cosY = Math.Cos(y * .5f);
float sinY = Math.Sin(y * .5f);
float cozZ = Math.Cos(z * .5f);
float sinZ = Math.Sin(z * .5f);
return new Quaternion(
x: sinX * cosY * cozZ - cosX * sinY * sinZ,
y: cosX * sinY * cozZ + sinX * cosY * sinZ,
z: cosX * cosY * sinZ - sinX * sinY * cozZ,
w: cosX * cosY * cozZ + sinX * sinY * sinZ
);
}
/// <summary>
/// Calculates the <see cref="System.Numerics.Matrix4x4"/> from given <see cref="Quaternion"/>.
/// </summary>
/// <param name="axis">The axis of the rotation in <see cref="Vector3D"/>.</param>
/// <param name="angle">The angle in radians.</param>
/// <returns>The rotation <see cref="System.Numerics.Matrix4x4"/> calculated by the given <see cref="Quaternion"/>.</returns>
public static System.Numerics.Matrix4x4 ToRotationMatrix4x4(Quaternion quaternion)
{
float m00 = 1 - 2 * (quaternion.Y * quaternion.Y + quaternion.Z * quaternion.Z);
float m01 = 2 * (quaternion.X * quaternion.Y - quaternion.W * quaternion.Z);
float m02 = 2 * (quaternion.X * quaternion.Z + quaternion.W * quaternion.Y);
float m03 = 0;
float m10 = 2 * (quaternion.X * quaternion.Y + quaternion.W * quaternion.Z);
float m11 = 1 - 2 * (quaternion.X * quaternion.X + quaternion.Z * quaternion.Z);
float m12 = 2 * (quaternion.Y * quaternion.Z - quaternion.W * quaternion.X);
float m13 = 0;
float m20 = 2 * (quaternion.X * quaternion.Z - quaternion.W * quaternion.Y);
float m21 = 2 * (quaternion.Y * quaternion.Z + quaternion.W * quaternion.X);
float m22 = 1 - 2 * (quaternion.X * quaternion.X + quaternion.Y * quaternion.Y);
float m23 = 0;
float m30 = 0;
float m31 = 0;
float m32 = 0;
float m33 = 1;
return new(
m00, m01, m02, m03,
m10, m11, m12, m13,
m20, m21, m22, m23,
m30, m31, m32, m33
);
}
/// <summary>
/// Checks if two <see cref="Quaternion"/>s are approximately equal within a specified epsilon range.
/// </summary>
@ -291,6 +348,9 @@ public static class QuaternionExtensions
/// <inheritdoc cref="Quaternion.Dot(Quaternion, Quaternion)" />
public static float Dot(this Quaternion left, Quaternion right) => Quaternion.Dot(left, right);
/// <inheritdoc cref="Quaternion.ToRotationMatrix4x4(Quaternion, Quaternion)" />
public static System.Numerics.Matrix4x4 ToRotationMatrix4x4(this Quaternion quaternion) => Quaternion.ToRotationMatrix4x4(quaternion);
/// <inheritdoc cref="Quaternion.FromAxisAngle(Vector3D, float)" />
public static Quaternion CreateRotation(this Vector3D axis, float angle) => Quaternion.FromAxisAngle(axis, angle);