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Provide fix for converting euler angles to quaternion
Fixed API documentation and changed convertion from euler angles to quaterion: Rotation will applied in following order: 1. xAxis, 2. yAxis, 3. zAxis. Right hand rule is used here. Rotation is interpreted counter clock wise, in viewing direction of positive axis. Still need to double check that with unit tests.
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@ -66,34 +66,36 @@ namespace OpenTK
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{ }
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{ }
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/// <summary>
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/// <summary>
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/// Construct a new Quaternion from given Euler angles
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/// Construct a new Quaternion from given Euler angles. The rotations will get applied in following order:
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/// 1. Around X, 2. Around Y, 3. Around Z
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/// </summary>
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/// </summary>
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/// <param name="pitch">The pitch (attitude), rotation around X axis</param>
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/// <param name="rotationX">Counterclockwise rotation around X axis in radian</param>
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/// <param name="yaw">The yaw (heading), rotation around Y axis</param>
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/// <param name="rotationY">Counterclockwise rotation around Y axis in radian</param>
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/// <param name="roll">The roll (bank), rotation around Z axis</param>
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/// <param name="rotationZ">Counterclockwise rotation around Z axis in radian</param>
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public Quaternion(float pitch, float yaw, float roll)
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public Quaternion(float rotationX, float rotationY, float rotationZ)
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{
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{
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yaw *= 0.5f;
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rotationX *= 0.5f;
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pitch *= 0.5f;
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rotationY *= 0.5f;
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roll *= 0.5f;
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rotationZ *= 0.5f;
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float c1 = (float)Math.Cos(yaw);
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float c1 = (float)Math.Cos(rotationX);
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float c2 = (float)Math.Cos(pitch);
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float c2 = (float)Math.Cos(rotationY);
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float c3 = (float)Math.Cos(roll);
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float c3 = (float)Math.Cos(rotationZ);
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float s1 = (float)Math.Sin(yaw);
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float s1 = (float)Math.Sin(rotationX);
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float s2 = (float)Math.Sin(pitch);
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float s2 = (float)Math.Sin(rotationY);
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float s3 = (float)Math.Sin(roll);
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float s3 = (float)Math.Sin(rotationZ);
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W = c1 * c2 * c3 - s1 * s2 * s3;
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W = c1 * c2 * c3 - s1 * s2 * s3;
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Xyz.X = s1 * s2 * c3 + c1 * c2 * s3;
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Xyz.X = s1 * c2 * c3 + c1 * s2 * s3;
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Xyz.Y = s1 * c2 * c3 + c1 * s2 * s3;
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Xyz.Y = c1 * s2 * c3 - s1 * c2 * s3;
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Xyz.Z = c1 * s2 * c3 - s1 * c2 * s3;
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Xyz.Z = c1 * c2 * s3 + s1 * s2 * c3;
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}
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}
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/// <summary>
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/// <summary>
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/// Construct a new Quaternion from given Euler angles
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/// Construct a new Quaternion from given Euler angles. The rotations will get applied in following order:
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/// 1. Around X, 2. Around Y, 3. Around Z
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/// </summary>
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/// </summary>
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/// <param name="eulerAngles">The euler angles as a Vector3</param>
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/// <param name="eulerAngles">The counterclockwise euler angles as a Vector3</param>
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public Quaternion(Vector3 eulerAngles)
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public Quaternion(Vector3 eulerAngles)
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: this(eulerAngles.X, eulerAngles.Y, eulerAngles.Z)
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: this(eulerAngles.X, eulerAngles.Y, eulerAngles.Z)
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{ }
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{ }
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@ -431,10 +433,12 @@ namespace OpenTK
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/// <summary>
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/// <summary>
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/// Builds a Quaternion from the given euler angles
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/// Builds a Quaternion from the given euler angles
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/// The rotations will get applied in following order:
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/// 1. pitch, 2. yaw, 3. roll
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/// </summary>
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/// </summary>
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/// <param name="pitch">The pitch (attitude), rotation around X axis</param>
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/// <param name="pitch">The pitch (attitude), counterclockwise rotation around X axis</param>
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/// <param name="yaw">The yaw (heading), rotation around Y axis</param>
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/// <param name="yaw">The yaw (heading), counterclockwise rotation around Y axis</param>
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/// <param name="roll">The roll (bank), rotation around Z axis</param>
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/// <param name="roll">The roll (bank), counterclockwise rotation around Z axis</param>
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/// <returns></returns>
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/// <returns></returns>
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public static Quaternion FromEulerAngles(float pitch, float yaw, float roll)
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public static Quaternion FromEulerAngles(float pitch, float yaw, float roll)
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{
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{
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@ -443,8 +447,10 @@ namespace OpenTK
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/// <summary>
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/// <summary>
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/// Builds a Quaternion from the given euler angles
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/// Builds a Quaternion from the given euler angles
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/// The rotations will get applied in following order:
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/// 1. Around X, 2. Around Y, 3. Around Z
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/// </summary>
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/// </summary>
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/// <param name="eulerAngles">The euler angles as a vector</param>
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/// <param name="eulerAngles">The counterclockwise euler angles as a vector</param>
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/// <returns>The equivalent Quaternion</returns>
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/// <returns>The equivalent Quaternion</returns>
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public static Quaternion FromEulerAngles(Vector3 eulerAngles)
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public static Quaternion FromEulerAngles(Vector3 eulerAngles)
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{
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{
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@ -452,23 +458,26 @@ namespace OpenTK
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}
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}
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/// <summary>
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/// <summary>
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/// Builds a Quaternion from the given euler angles
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/// Builds a Quaternion from the given euler angles in radians.
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/// The rotations will get applied in following order:
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/// 1. Around X, 2. Around Y, 3. Around Z
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/// </summary>
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/// </summary>
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/// <param name="eulerAngles">The euler angles a vector</param>
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/// <param name="eulerAngles">The counterclockwise euler angles a vector</param>
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/// <param name="result">The equivalent Quaternion</param>
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/// <param name="result">The equivalent Quaternion</param>
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public static void FromEulerAngles(ref Vector3 eulerAngles, out Quaternion result)
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public static void FromEulerAngles(ref Vector3 eulerAngles, out Quaternion result)
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{
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{
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float c1 = (float)Math.Cos(eulerAngles.Y * 0.5f);
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float c2 = (float)Math.Cos(eulerAngles.X * 0.5f);
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float c1 = (float)Math.Cos(eulerAngles.X * 0.5f);
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float c2 = (float)Math.Cos(eulerAngles.Y * 0.5f);
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float c3 = (float)Math.Cos(eulerAngles.Z * 0.5f);
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float c3 = (float)Math.Cos(eulerAngles.Z * 0.5f);
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float s1 = (float)Math.Sin(eulerAngles.Y * 0.5f);
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float s1 = (float)Math.Sin(eulerAngles.X * 0.5f);
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float s2 = (float)Math.Sin(eulerAngles.X * 0.5f);
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float s2 = (float)Math.Sin(eulerAngles.Y * 0.5f);
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float s3 = (float)Math.Sin(eulerAngles.Z * 0.5f);
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float s3 = (float)Math.Sin(eulerAngles.Z * 0.5f);
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result.W = c1 * c2 * c3 - s1 * s2 * s3;
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result.W = c1 * c2 * c3 - s1 * s2 * s3;
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result.Xyz.X = s1 * s2 * c3 + c1 * c2 * s3;
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result.Xyz.X = s1 * c2 * c3 + c1 * s2 * s3;
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result.Xyz.Y = s1 * c2 * c3 + c1 * s2 * s3;
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result.Xyz.Y = c1 * s2 * c3 - s1 * c2 * s3;
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result.Xyz.Z = c1 * s2 * c3 - s1 * c2 * s3;
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result.Xyz.Z = c1 * c2 * s3 + s1 * s2 * c3;
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}
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}
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/// <summary>
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/// <summary>
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