RAGECOOP-V/RageCoop.Core/MathExtensions.cs

157 lines
4.8 KiB
C#

using System;
using GTA.Math;
namespace RageCoop.Core
{
internal static class MathExtensions
{
public const float Deg2Rad=(float)(Math.PI* 2) / 360;
public const float Rad2Deg = 360 / (float)(Math.PI * 2);
/// <summary>
///
/// </summary>
public static Vector3 ToVector(this Quaternion vec)
{
return new Vector3()
{
X = vec.X,
Y = vec.Y,
Z = vec.Z
};
}
/// <summary>
///
/// </summary>
public static Quaternion ToQuaternion(this Vector3 vec, float vW = 0.0f)
{
return new Quaternion()
{
X = vec.X,
Y = vec.Y,
Z = vec.Z,
W = vW
};
}
public static float Denormalize(this float h)
{
return h < 0f ? h + 360f : h;
}
public static float ToRadians(this float val)
{
return (float)(Math.PI / 180) * val;
}
public static Vector3 ToRadians(this Vector3 i)
{
return new Vector3()
{
X = ToRadians(i.X),
Y = ToRadians(i.Y),
Z = ToRadians(i.Z),
};
}
public static Quaternion ToQuaternion(this Vector3 vect)
{
vect = new Vector3()
{
X = vect.X.Denormalize() * -1,
Y = vect.Y.Denormalize() - 180f,
Z = vect.Z.Denormalize() - 180f,
};
vect = vect.ToRadians();
float rollOver2 = vect.Z * 0.5f;
float sinRollOver2 = (float)Math.Sin((double)rollOver2);
float cosRollOver2 = (float)Math.Cos((double)rollOver2);
float pitchOver2 = vect.Y * 0.5f;
float sinPitchOver2 = (float)Math.Sin((double)pitchOver2);
float cosPitchOver2 = (float)Math.Cos((double)pitchOver2);
float yawOver2 = vect.X * 0.5f; // pitch
float sinYawOver2 = (float)Math.Sin((double)yawOver2);
float cosYawOver2 = (float)Math.Cos((double)yawOver2);
Quaternion result = new Quaternion()
{
X = cosYawOver2 * cosPitchOver2 * cosRollOver2 + sinYawOver2 * sinPitchOver2 * sinRollOver2,
Y = cosYawOver2 * cosPitchOver2 * sinRollOver2 - sinYawOver2 * sinPitchOver2 * cosRollOver2,
Z = cosYawOver2 * sinPitchOver2 * cosRollOver2 + sinYawOver2 * cosPitchOver2 * sinRollOver2,
W = sinYawOver2 * cosPitchOver2 * cosRollOver2 - cosYawOver2 * sinPitchOver2 * sinRollOver2
};
return result;
}
public static double DegToRad(double deg)
{
return deg * Math.PI / 180.0;
}
public static Vector3 ToEulerRotation(this Vector3 dir, Vector3 up)
{
var rot = Quaternion.LookRotation(dir.Normalized, up).ToEulerAngles().ToDegree();
return rot;
}
public static Vector3 ToDegree(this Vector3 radian)
{
return radian*(float)(180/Math.PI);
}
public static Vector3 ToEulerDegrees(this Quaternion q)
{
return q.ToEulerAngles().ToDegree();
}
public static Vector3 ToEulerAngles(this Quaternion q)
{
Vector3 angles = new Vector3();
// roll / x
double sinr_cosp = 2 * (q.W * q.X + q.Y * q.Z);
double cosr_cosp = 1 - 2 * (q.X * q.X + q.Y * q.Y);
angles.X = (float)Math.Atan2(sinr_cosp, cosr_cosp);
// pitch / y
double sinp = 2 * (q.W * q.Y - q.Z * q.X);
if (Math.Abs(sinp) >= 1)
{
angles.Y = CopySign(Math.PI / 2, sinp);
}
else
{
angles.Y = (float)Math.Asin(sinp);
}
// yaw / z
double siny_cosp = 2 * (q.W * q.Z + q.X * q.Y);
double cosy_cosp = 1 - 2 * (q.Y * q.Y + q.Z * q.Z);
angles.Z = (float)Math.Atan2(siny_cosp, cosy_cosp);
return angles;
}
private static float CopySign(double x, double y)
{
bool isPositive = y>=0;
if (isPositive)
{
if (x>=0) { return (float)x; } else { return (float)-x; }
}
else
{
if (x>=0) { return (float)-x; } else { return (float)x; }
}
}
public static double AngelTo(this Vector3 v1, Vector3 v2)
{
return Math.Acos(v1.GetCosTheta(v2));
}
public static float GetCosTheta(this Vector3 v1, Vector3 v2)
{
return Vector3.Dot(v1, v2)/(v1.Length()*v2.Length());
}
}
}