Math/Angle: Adds conversion to euler angles and quaternions
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@@ -18,6 +18,9 @@ namespace Nz
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{
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struct SerializationContext;
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template<typename T> class EulerAngles;
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template<typename T> class Quaternion;
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template<AngleUnit Unit, typename T>
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class Angle
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{
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@@ -45,13 +48,20 @@ namespace Nz
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template<typename U> Angle& Set(const Angle<Unit, U>& Angle);
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Angle<AngleUnit::Degree, T> ToDegrees() const;
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EulerAngles<T> ToEulerAngles() const;
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Quaternion<T> ToQuaternion() const;
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Angle<AngleUnit::Radian, T> ToRadians() const;
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String ToString() const;
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operator EulerAngles<T>() const;
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operator Quaternion<T>() const;
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Angle& operator=(const Angle&) = default;
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Angle operator+(const Angle& other) const;
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Angle operator-(const Angle& other) const;
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Angle operator*(T scalar) const;
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Angle operator/(T divider) const;
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Angle& operator+=(const Angle& other);
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Angle& operator-=(const Angle& other);
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@@ -319,6 +319,58 @@ namespace Nz
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return Detail::AngleUtils<Unit>::ToString(angle);
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}
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/*!
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* \brief Shortcut allowing implicit conversion to Euler angles
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* \return Euler Angles representing a 2D rotation by this angle
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*
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* \see ToEulerAngles
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*/
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template<AngleUnit Unit, typename T>
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Angle<Unit, T>::operator EulerAngles<T>() const
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{
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return ToEulerAngles();
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}
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/*!
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* \brief Shortcut allowing implicit conversion to Quaternion
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* \return Quaternion representing a 2D rotation by this angle
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*
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* \see ToQuaternion
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*/
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template<AngleUnit Unit, typename T>
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Angle<Unit, T>::operator Quaternion<T>() const
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{
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return ToQuaternion();
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}
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/*!
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* \brief Converts the angle to an Euler Angles representation
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* \return A 2D rotation expressed in Euler angles
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*
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* This will assume two-dimensional usage, and will set the angle value (as degrees) as the roll value of the Euler Angles, leaving pitch and yaw to zero
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*/
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template<AngleUnit Unit, typename T>
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EulerAngles<T> Angle<Unit, T>::ToEulerAngles() const
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{
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return EulerAngles<T>(0, 0, ToDegrees().angle);
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}
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/*!
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* \brief Converts the angle to a Quaternion representation
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* \return A 2D rotation expressed with Quaternion
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*
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* This will assume two-dimensional usage, as if the angle was first converted to Euler Angles and then to a Quaternion
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*
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* \see ToEulerAngles
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*/
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template<AngleUnit Unit, typename T>
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Quaternion<T> Angle<Unit, T>::ToQuaternion() const
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{
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auto halfAngle = Angle(*this) / 2.f;
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auto sincos = halfAngle.GetSinCos();
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return Quaternion<T>(sincos.second, 0, 0, sincos.first);
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}
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/*!
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* \brief Addition operator
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* \return Adds two angles together
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@@ -343,6 +395,30 @@ namespace Nz
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return Angle(angle - other.angle);
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}
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/*!
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* \brief Multiplication operator
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* \return A copy of the angle, scaled by the multiplier
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*
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* \param scalar Multiplier
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*/
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template<AngleUnit Unit, typename T>
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Angle<Unit, T> Angle<Unit, T>::operator*(T scalar) const
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{
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return Angle(angle * scalar);
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}
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/*!
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* \brief Divides the angle by a scalar
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* \return A copy of the angle, divided by the divider
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*
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* \param divider Divider
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*/
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template<AngleUnit Unit, typename T>
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Angle<Unit, T> Angle<Unit, T>::operator/(T divider) const
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{
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return Angle(angle / divider);
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}
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/*!
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* \brief Adds an angle by another
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* \return A reference to the angle
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