Files
GhostEngine/Ghost.Engine/Utilities/VectorUtility.cs
Misaki 1724072f7e Add component editors and UI controls
Added the `HierarchyEditor` and `LocalToWorldEditor` classes to implement custom component editing functionality.
Added the `Vector3Field` control for 3D vector manipulation and its corresponding XAML definition.
Added the `ComponentDataView` and `ComponentObject` classes to manage component data display and access.
Added the `CustomEditorAttribute` to mark classes as custom editors for specific components.

Changed the `IInspectable` interface to use properties for `Icon`, `HeaderContent`, and `InspectorContent`.
Changed the `PropertyField` class to enhance UI control binding capabilities.
Changed the `EditorWorldManager` to improve world data loading and deserialization processes.
Changed the `EntityNode` and `WorldNode` classes to update entity construction and component querying.
Changed the `StaticResource` class to include new binding flags for component properties.
Changed the `InspectorService` to remove old contract references and adopt new interfaces.
Changed the `QueryEnumerable` and related files to update generic constraints for improved type safety.
Changed the `QueryItem` class to reflect new generic constraints and enhance deconstruction.
Changed the `World.Query` methods to utilize the updated generic constraints.

Updated the `SerializationTest` to align with new entity creation and management practices.
2025-06-20 20:19:14 +09:00

45 lines
1.8 KiB
C#

using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ghost.Engine.Utilities;
public static class VectorUtility
{
/// <summary>
/// Converts a Vector3 representing Euler angles (in degrees) to a Quaternion.
/// </summary>
/// <param name="v">The Vector3 containing Euler angles (X: Pitch, Y: Yaw, Z: Roll) in degrees.</param>
/// <returns>A Quaternion representing the rotation defined by the Euler angles.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Quaternion ToQuaternion(this Vector3 v)
{
return Quaternion.CreateFromYawPitchRoll(MathUtility.DegToRad(v.Y), MathUtility.DegToRad(v.X), MathUtility.DegToRad(v.Z));
}
public static Vector3 CreateFromQuaternion(Quaternion quaternion)
{
// Convert quaternion to Euler angles (Yaw, Pitch, Roll)
quaternion = Quaternion.Normalize(quaternion);
// Extract pitch (X), yaw (Y), roll (Z)
var ysqr = quaternion.Y * quaternion.Y;
// Pitch (X-axis rotation)
var t0 = +2.0 * (quaternion.W * quaternion.X + quaternion.Y * quaternion.Z);
var t1 = +1.0 - 2.0 * (quaternion.X * quaternion.X + ysqr);
var pitch = Math.Atan2(t0, t1);
// Yaw (Y-axis rotation)
var t2 = +2.0 * (quaternion.W * quaternion.Y - quaternion.Z * quaternion.X);
t2 = Math.Clamp(t2, -1.0, 1.0);
var yaw = Math.Asin(t2);
// Roll (Z-axis rotation)
var t3 = +2.0 * (quaternion.W * quaternion.Z + quaternion.X * quaternion.Y);
var t4 = +1.0 - 2.0 * (ysqr + quaternion.Z * quaternion.Z);
var roll = Math.Atan2(t3, t4);
const float radToDeg = 180f / MathF.PI;
return new Vector3((float)pitch, (float)yaw, (float)roll) * radToDeg;
}
}