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authorRaul Santos <raulsntos@gmail.com>2022-08-24 11:10:48 +0200
committerRaul Santos <raulsntos@gmail.com>2022-08-27 12:26:38 +0200
commitb526a0d824939b0f33897858721ad45f3fb0fecb (patch)
treea349a35b5f2bde989f92346f95b88c733e8bcc53 /modules/mono
parent961a086d208ce3082a2ddb43894ffe413b3ff5fe (diff)
C#: Add `GetAngle` and `GetAxis` to Quaternion
Diffstat (limited to 'modules/mono')
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs16
1 files changed, 16 insertions, 0 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
index 529ddc2cfb..6c92638651 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
@@ -158,6 +158,22 @@ namespace Godot
return (x * b.x) + (y * b.y) + (z * b.z) + (w * b.w);
}
+ public real_t GetAngle()
+ {
+ return 2 * Mathf.Acos(w);
+ }
+
+ public Vector3 GetAxis()
+ {
+ if (Mathf.Abs(w) > 1 - Mathf.Epsilon)
+ {
+ return new Vector3(x, y, z);
+ }
+
+ real_t r = 1 / Mathf.Sqrt(1 - w * w);
+ return new Vector3(x * r, y * r, z * r);
+ }
+
/// <summary>
/// Returns Euler angles (in the YXZ convention: when decomposing,
/// first Z, then X, and Y last) corresponding to the rotation