using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ghost.Engine.Utilities;
public static class VectorUtility
{
///
/// Converts a Vector3 representing Euler angles (in degrees) to a Quaternion.
///
/// The Vector3 containing Euler angles (X: Pitch, Y: Yaw, Z: Roll) in degrees.
/// A Quaternion representing the rotation defined by the Euler angles.
[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;
}
}