commit
2665f338dd
5 changed files with 299 additions and 35 deletions
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@ -66,34 +66,37 @@ 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 in radians.
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/// The rotations will get applied in following order:
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/// 1. around X axis, 2. around Y axis, 3. around Z axis
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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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@ -407,7 +410,7 @@ namespace OpenTK
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}
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}
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/// <summary>
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/// <summary>
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/// Build a quaternion from the given axis and angle
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/// Build a quaternion from the given axis and angle in radians
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/// </summary>
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/// </summary>
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/// <param name="axis">The axis to rotate about</param>
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/// <param name="axis">The axis to rotate about</param>
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/// <param name="angle">The rotation angle in radians</param>
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/// <param name="angle">The rotation angle in radians</param>
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@ -430,11 +433,13 @@ 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. pitch (X axis), 2. yaw (Y axis), 3. roll (Z axis)
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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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@ -442,9 +447,11 @@ 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. X axis, 2. Y axis, 3. Z axis
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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 +459,26 @@ 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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@ -0,0 +1,37 @@
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using System.Collections.Generic;
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namespace OpenTK.Tests.Math.DataProviders
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{
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/// <summary>
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/// Generates/Provides Quaternion test data.
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/// </summary>
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public class QuaternionTestDataGenerator
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{
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/// <summary>
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/// Returns the single axis test cases.
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/// 1. param: rotation in euler angles
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/// 2. param: expected result of xyz-component of quaternion
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/// </summary>
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/// <value>The single axis test cases.</value>
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public static IEnumerable<object> SingleAxisTestCases()
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{
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yield return new object[] { new Vector3(1, 0, 0), Vector3.UnitX}; //"Rotate around x axis"
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yield return new object[] { new Vector3(0, 1, 0), Vector3.UnitY}; //"Rotate around y axis"
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yield return new object[] { new Vector3(0, 0, 1), Vector3.UnitZ}; //"Rotate around z axis"
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}
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/// <summary>
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/// Returns the single ToAxisAngle test cases.
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/// 1. param: Quaternion which a definied value of xyz-component.
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/// 2. param: expected result of xyz-component of quaternion
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/// </summary>
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/// <value>The single axis test cases.</value>
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public static IEnumerable<object[]> ToAxisAngleTestCases()
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{
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yield return new object[] { new Quaternion(Vector3.UnitX, 0), Vector3.UnitX}; //"Rotate around x axis"
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yield return new object[] { new Quaternion(Vector3.UnitY, 0), Vector3.UnitY}; //"Rotate around y axis"
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yield return new object[] { new Quaternion(Vector3.UnitZ, 0), Vector3.UnitZ}; //"Rotate around z axis"
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}
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}
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}
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61
tests/OpenTK.Tests.Math/Helpers/QuaternionTestHelper.cs
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61
tests/OpenTK.Tests.Math/Helpers/QuaternionTestHelper.cs
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@ -0,0 +1,61 @@
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using Xunit;
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using System;
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using System.Collections.Generic;
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namespace OpenTK.Tests.Math.Helpers
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{
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/// <summary>
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/// Provides some methods which helps to verify test results
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/// </summary>
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internal static class QuaternionTestHelper
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{
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/// <summary>
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/// Verifies the direction of an given <see cref="Vector3"/>.
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/// </summary>
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/// <returns>false: When <paramref name="toTest"/> does contain xyz values, when it should be 0,
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/// or does not contain 0 when it should be</returns>
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/// <param name="toTest">To test</param>
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/// <param name="expected">Expected directions. Values getting only 0 checked</param>
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public static bool VerifyEqualSingleDirection(Vector3 toTest, Vector3 expected)
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{
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//To verify the direction of an vector, just respect the 0 values and check against these.
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//The length of the vectors are ignored.
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if (expected.X == 0)
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{
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if (toTest.X != 0)
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return false;
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}
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else
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{
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if (toTest.X == 0)
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return false;
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}
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if (expected.Y == 0)
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{
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if (toTest.Y != 0)
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return false;
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}
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else
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{
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if (toTest.Y == 0)
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return false;
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}
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if (expected.Z == 0)
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{
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if (toTest.Z != 0)
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return false;
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}
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else
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{
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if (toTest.Z == 0)
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return false;
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}
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return true;
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}
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}
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}
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@ -47,10 +47,17 @@
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<ItemGroup>
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<ItemGroup>
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<Compile Include="BezierCurveTests.cs" />
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<Compile Include="BezierCurveTests.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="QuaternionTests.cs" />
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<Compile Include="Helpers\QuaternionTestHelper.cs" />
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<Compile Include="DataProviders\QuaternionTestDataGenerator.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="paket.references" />
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<None Include="paket.references" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Helpers\" />
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<Folder Include="Generators\" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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Other similar extension points exist, see Microsoft.Common.targets.
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149
tests/OpenTK.Tests.Math/QuaternionTests.cs
Normal file
149
tests/OpenTK.Tests.Math/QuaternionTests.cs
Normal file
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@ -0,0 +1,149 @@
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using Xunit;
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using OpenTK.Tests.Math.Helpers;
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using OpenTK.Tests.Math.DataProviders;
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namespace OpenTK.Tests.Math
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{
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public class QuaternionTests
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{
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/// <summary>
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/// Contains all tests which cover the constructor of Quaternion.
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/// </summary>
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public class Constructor
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{
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/// <summary>
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/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
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/// </summary>
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/// <param name="eulerValues">euler angle values</param>
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/// <param name="expectedResult">expected xyz component of quaternion</param>
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[Theory]
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[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
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public void SingleAxisAsEulerAnglesInFloatsIsConvertedToCorrectQuaternionComponents
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(Vector3 eulerValues, Vector3 expectedResult)
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{
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//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
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var cut = new Quaternion(eulerValues.X, eulerValues.Y, eulerValues.Z);
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//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
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Vector3 resultXYZ = cut.Xyz;
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Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
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}
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/// <summary>
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/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
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/// </summary>
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/// <param name="eulerValues">euler angle values</param>
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/// <param name="expectedResult">expected xyz component of quaternion</param>
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[Theory]
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[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
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public void SingleAxisAsEulerAnglesInVector3IsConvertedToCorrectQuaternionComponents
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(Vector3 eulerValues, Vector3 expectedResult)
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{
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//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
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var cut = new Quaternion(eulerValues);
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//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
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Vector3 resultXYZ = cut.Xyz;
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Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
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}
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//TODO: Make also checks with ccw rotation angle and correct applied rotation order of multiple axis
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}
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/// <summary>
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/// Contains all tests for FromEulerAngles
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/// </summary>
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public class FromEulerAngles
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{
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/// <summary>
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/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
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/// </summary>
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/// <param name="eulerValues">euler angle values</param>
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/// <param name="expectedResult">expected xyz component of quaternion</param>
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[Theory]
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[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
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public void SingleAxisAsEulerAnglesInFloatsIsConvertedToCorrectQuaternionComponents
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(Vector3 eulerValues, Vector3 expectedResult)
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{
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//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
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var cut = Quaternion.FromEulerAngles(eulerValues.X, eulerValues.Y, eulerValues.Z);
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//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
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Vector3 resultXYZ = cut.Xyz;
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Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
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}
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/// <summary>
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/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
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/// </summary>
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/// <param name="eulerValues">euler angle values</param>
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/// <param name="expectedResult">expected xyz component of quaternion</param>
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[Theory]
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|
[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
|
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|
public void SingleAxisAsEulerAnglesInVector3IsConvertedToCorrectQuaternionComponents
|
||||||
|
(Vector3 eulerValues, Vector3 expectedResult)
|
||||||
|
{
|
||||||
|
//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
|
||||||
|
var cut = Quaternion.FromEulerAngles(eulerValues);
|
||||||
|
|
||||||
|
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
|
||||||
|
Vector3 resultXYZ = cut.Xyz;
|
||||||
|
|
||||||
|
Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="eulerValues">euler angle values</param>
|
||||||
|
/// <param name="expectedResult">expected xyz component of quaternion</param>
|
||||||
|
[Theory]
|
||||||
|
[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
|
||||||
|
public void SingleAxisAsEulerAnglesInVector3IsConvertedToCorrectQuaternionComponentsAsOutParam
|
||||||
|
(Vector3 eulerValues, Vector3 expectedResult)
|
||||||
|
{
|
||||||
|
//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
|
||||||
|
var cut = Quaternion.Identity;
|
||||||
|
Quaternion.FromEulerAngles(ref eulerValues, out cut);
|
||||||
|
|
||||||
|
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
|
||||||
|
Vector3 resultXYZ = cut.Xyz;
|
||||||
|
|
||||||
|
Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
|
||||||
|
}
|
||||||
|
|
||||||
|
//TODO: Make also checks with ccw rotation angle and correct applied rotation order of multiple axis
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Contains all test for ToAxisAngle
|
||||||
|
/// </summary>
|
||||||
|
public class ToAxisAngle
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Check if a quaternion returns a a rotation about the correct coordinate axis
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="cut">Prepared Quaternion</param>
|
||||||
|
/// <param name="expectedResult">Expected result.</param>
|
||||||
|
[Theory]
|
||||||
|
[MemberData(nameof(QuaternionTestDataGenerator.ToAxisAngleTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
|
||||||
|
public void PreparedSingleRotationAxisQuaternionConvertsToCorrectAxisAngleRepresentation(Quaternion cut, Vector3 expectedResult)
|
||||||
|
{
|
||||||
|
//Arrange + Act: Create Quaternion with rotation about X/Y/Z axis
|
||||||
|
Vector3 resultXYZ;
|
||||||
|
float dontCare;
|
||||||
|
cut.ToAxisAngle(out resultXYZ, out dontCare);
|
||||||
|
|
||||||
|
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
|
||||||
|
Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
|
||||||
|
}
|
||||||
|
|
||||||
|
//TODO: Make also checks with ccw rotation angle and correct applied rotation order of multiple axis
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in a new issue