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RollPitchYawFromQuaternion.cs
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// http://answers.unity3d.com/questions/416169/finding-pitchrollyaw-from-quaternions.html | |
Quaternion q = shipTrans.localRotation; | |
float x = q.x; | |
float y = q.y; | |
float z = q.z; | |
float w = q.w; | |
float _pitch = Mathf.Atan2(2*x*w - 2*y*z, 1 - 2*x*x - 2*z*z) * Mathf.Rad2Deg; | |
float _yaw = Mathf.Atan2(2*y*w - 2*x*z, 1 - 2*y*y - 2*z*z) * Mathf.Rad2Deg; | |
float _roll = Mathf.Asin(2*x*y + 2*z*w) * Mathf.Rad2Deg; | |
// | |
float getPitch(Quaternion q) | |
{ | |
float x = q.x; | |
float y = q.y; | |
float z = q.z; | |
float w = q.w; | |
return Mathf.Atan2(2*(y*z + w*x), w*w - x*x - y*y + z*z) * Mathf.Rad2Deg; | |
} | |
float getYaw(Quaternion q) | |
{ | |
float x = q.x; | |
float y = q.y; | |
float z = q.z; | |
float w = q.w; | |
return Mathf.Asin(-2*(x*z - w*y)) * Mathf.Rad2Deg; | |
} | |
float getRoll(Quaternion q) | |
{ | |
float x = q.x; | |
float y = q.y; | |
float z = q.z; | |
float w = q.w; | |
return Mathf.Atan2(2*(x*y + w*z), w*w + x*x - y*y - z*z) * Mathf.Rad2Deg; | |
} |
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