Conversion between Euler <=> Quaternion like in Unity3d engine

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予麋鹿
予麋鹿 2020-12-17 04:38

I\'ve used two examples (from this site too), but results are not the same as those that said Unity.

Quaternion.Euler and .eulerAngles are Unity functions. FromQ doe

4条回答
  •  [愿得一人]
    2020-12-17 05:23

    I've found solution

    public static Quaternion ToQ (Vector3 v)
    {
        return ToQ (v.y, v.x, v.z);
    }
    
    public static Quaternion ToQ (float yaw, float pitch, float roll)
    {
        yaw *= Mathf.Deg2Rad;
        pitch *= Mathf.Deg2Rad;
        roll *= Mathf.Deg2Rad;
        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.w = cosYawOver2 * cosPitchOver2 * cosRollOver2 + sinYawOver2 * sinPitchOver2 * sinRollOver2;
        result.x = cosYawOver2 * sinPitchOver2 * cosRollOver2 + sinYawOver2 * cosPitchOver2 * sinRollOver2;
        result.y = sinYawOver2 * cosPitchOver2 * cosRollOver2 - cosYawOver2 * sinPitchOver2 * sinRollOver2;
        result.z = cosYawOver2 * cosPitchOver2 * sinRollOver2 - sinYawOver2 * sinPitchOver2 * cosRollOver2;
    
        return result;
    }
    
    public static Vector3 FromQ2 (Quaternion q1)
    {
        float sqw = q1.w * q1.w;
        float sqx = q1.x * q1.x;
        float sqy = q1.y * q1.y;
        float sqz = q1.z * q1.z;
        float unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
        float test = q1.x * q1.w - q1.y * q1.z;
        Vector3 v;
    
        if (test>0.4995f*unit) { // singularity at north pole
            v.y = 2f * Mathf.Atan2 (q1.y, q1.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 (q1.y, q1.x);
            v.x = -Mathf.PI / 2;
            v.z = 0;
            return NormalizeAngles (v * Mathf.Rad2Deg);
        }
        Quaternion q = new Quaternion (q1.w, q1.z, q1.x, q1.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);
    }
    
    static Vector3 NormalizeAngles (Vector3 angles)
    {
        angles.x = NormalizeAngle (angles.x);
        angles.y = NormalizeAngle (angles.y);
        angles.z = NormalizeAngle (angles.z);
        return angles;
    }
    
    static float NormalizeAngle (float angle)
    {
        while (angle>360)
            angle -= 360;
        while (angle<0)
            angle += 360;
        return angle;
    }
    

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