Add Vector3.SignedAngle utility method
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@@ -324,6 +324,15 @@ float Float3::Angle(const Float3& from, const Float3& to)
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return Math::Acos(dot) * RadiansToDegrees;
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}
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template<>
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float Float3::SignedAngle(const Float3& from, const Float3& to, const Float3& axis)
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{
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const float angle = Angle(from, to);
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const Float3 cross = Cross(from, to);
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const float sign = Math::Sign(axis.X * cross.X + axis.Y * cross.Y + axis.Z * cross.Z);
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return angle * sign;
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}
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template<>
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Float3 Float3::SnapToGrid(const Float3& pos, const Float3& gridSize)
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{
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@@ -652,6 +661,15 @@ double Double3::Angle(const Double3& from, const Double3& to)
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return Math::Acos(dot) * RadiansToDegrees;
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}
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template<>
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double Double3::SignedAngle(const Double3& from, const Double3& to, const Double3& axis)
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{
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const double angle = Angle(from, to);
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const Double3 cross = Cross(from, to);
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const double sign = Math::Sign(axis.X * cross.X + axis.Y * cross.Y + axis.Z * cross.Z);
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return angle * sign;
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}
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template<>
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Double3 Double3::SnapToGrid(const Double3& pos, const Double3& gridSize)
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{
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@@ -881,6 +899,12 @@ int32 Int3::Angle(const Int3& from, const Int3& to)
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return 0;
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}
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template<>
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int32 Int3::SignedAngle(const Int3& from, const Int3& to, const Int3& axis)
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{
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return 0;
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}
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template<>
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Int3 Int3::SnapToGrid(const Int3& pos, const Int3& gridSize)
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{
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@@ -1345,7 +1345,7 @@ namespace FlaxEngine
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}
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/// <summary>
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/// Calculates the angle (in degrees) between <paramref name="from"/> and <paramref name="to"/>. This is always the smallest value.
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/// Calculates the angle (in degrees) between <paramref name="from"/> and <paramref name="to"/> vectors. This is always the smallest value.
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/// </summary>
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/// <param name="from">The first vector.</param>
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/// <param name="to">The second vector.</param>
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@@ -1358,6 +1358,21 @@ namespace FlaxEngine
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return (Real)Math.Acos(dot) * Mathr.RadiansToDegrees;
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}
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/// <summary>
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/// Calculates the signed angle (in degrees) between <paramref name="from"/> and <paramref name="to"/> vectors. This is always the smallest value. The sign of the result depends on: the order of input vectors, and the direction of the <paramref name="axis"/> vector.
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/// </summary>
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/// <param name="from">The first vector.</param>
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/// <param name="to">The second vector.</param>
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/// <param name="axis">The axis around which the vectors are rotated.</param>
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/// <returns>The angle (in degrees).</returns>
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public static Real SignedAngle(Vector3 from, Vector3 to, Vector3 axis)
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{
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Real angle = Angle(from, to);
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Vector3 cross = Cross(from, to);
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Real sign = Mathr.Sign(axis.X * cross.X + axis.Y * cross.Y + axis.Z * cross.Z);
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return angle * sign;
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}
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/// <summary>
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/// Projects a 3D vector from object space into screen space.
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/// </summary>
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@@ -812,13 +812,22 @@ public:
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static FLAXENGINE_API T TriangleArea(const Vector3Base& v0, const Vector3Base& v1, const Vector3Base& v2);
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/// <summary>
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/// Calculates the angle (in degrees) between from and to. This is always the smallest value.
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/// Calculates the angle (in degrees) between from and to vectors. This is always the smallest value.
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/// </summary>
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/// <param name="from">The first vector.</param>
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/// <param name="to">The second vector.</param>
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/// <returns>The angle (in degrees).</returns>
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static FLAXENGINE_API T Angle(const Vector3Base& from, const Vector3Base& to);
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/// <summary>
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/// Calculates the signed angle (in degrees) between from and to vectors. This is always the smallest value. The sign of the result depends on: the order of input vectors, and the direction of the axis vector.
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/// </summary>
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/// <param name="from">The first vector.</param>
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/// <param name="to">The second vector.</param>
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/// <param name="axis">The axis around which the vectors are rotated.</param>
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/// <returns>The angle (in degrees).</returns>
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static FLAXENGINE_API T SignedAngle(const Vector3Base& from, const Vector3Base& to, const Vector3Base& axis);
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/// <summary>
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/// Snaps the input position onto the grid.
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/// </summary>
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