In a 2D grid, returns the angle to a specified point from the +X axis
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
namespace Engine.Core
{
public static class Utility
{
public const float DegreeToRadian = ( float ) Math.PI / 180.0f;
public const float RadianToDegree = 180.0f / ( float ) Math.PI;
//In a 2D grid, returns the angle to a specified point from the +X axis
public static float ArcTanAngle( float X, float Y )
{
if ( X == 0 )
{
if ( Y == 1 )
return ( float ) MathHelper.PiOver2;
else
return ( float ) -MathHelper.PiOver2;
}
else if ( X > 0 )
return ( float ) Math.Atan( Y / X );
else if ( X < 0 )
{
if ( Y > 0 )
return ( float ) Math.Atan( Y / X ) + MathHelper.Pi;
else
return ( float ) Math.Atan( Y / X ) - MathHelper.Pi;
}
else
return 0;
}
//returns Euler angles that point from one point to another
public static Vector3 AngleTo( Vector3 from, Vector3 location )
{
Vector3 angle = new Vector3();
Vector3 v3 = Vector3.Normalize( location - from );
angle.X = ( float ) Math.Asin( v3.Y );
angle.Y = ArcTanAngle( -v3.Z, -v3.X );
return angle;
}
//converts a Quaternion to Euler angles (X = pitch, Y = yaw, Z = roll)
public static Vector3 QuaternionToEuler( Quaternion rotation )
{
Vector3 rotationaxes = new Vector3();
Vector3 forward = Vector3.Transform( Vector3.Forward, rotation );
Vector3 up = Vector3.Transform( Vector3.Up, rotation );
rotationaxes = AngleTo( new Vector3(), forward );
if ( rotationaxes.X == MathHelper.PiOver2 )
{
rotationaxes.Y = ArcTanAngle( up.Z, up.X );
rotationaxes.Z = 0;
}
else if ( rotationaxes.X == -MathHelper.PiOver2 )
{
rotationaxes.Y = ArcTanAngle( -up.Z, -up.X );
rotationaxes.Z = 0;
}
else
{
up = Vector3.Transform( up, Matrix.CreateRotationY( -rotationaxes.Y ) );
up = Vector3.Transform( up, Matrix.CreateRotationX( -rotationaxes.X ) );
rotationaxes.Z = ArcTanAngle( up.Y, -up.X );
}
return rotationaxes;
}
}
}
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