|
| 1 | +#include "BlueprintRotationLibrary.h" |
| 2 | + |
| 3 | +FQuat UBlueprintRotationLibrary::Lerp(const FQuat& A, const FQuat& B, const float& Alpha) |
| 4 | +{ |
| 5 | + return FMath::Lerp(A, B, Alpha); |
| 6 | +} |
| 7 | + |
| 8 | +FQuat UBlueprintRotationLibrary::FastLerp(const FQuat& A, const FQuat& B, const float& Alpha) |
| 9 | +{ |
| 10 | + return FQuat::FastLerp(A, B, Alpha); |
| 11 | +} |
| 12 | + |
| 13 | +FQuat UBlueprintRotationLibrary::BiLerp(const FQuat& P00, const FQuat& P10, const FQuat& P01, const FQuat& P11, const float & FracX, const float & FracY) |
| 14 | +{ |
| 15 | + return FMath::BiLerp(P00, P10, P01, P11, FracX, FracY); |
| 16 | +} |
| 17 | + |
| 18 | +FQuat UBlueprintRotationLibrary::FastBiLerp(const FQuat& P00, const FQuat& P10, const FQuat& P01, const FQuat& P11, const float & FracX, const float & FracY) |
| 19 | +{ |
| 20 | + return FQuat::FastBilerp(P00, P10, P01, P11, FracX, FracY); |
| 21 | +} |
| 22 | + |
| 23 | +FQuat UBlueprintRotationLibrary::Slerp(const FQuat& A, const FQuat& B, const float & Slerp) |
| 24 | +{ |
| 25 | + return FQuat::Slerp(A, B, Slerp); |
| 26 | +} |
| 27 | + |
| 28 | +FQuat UBlueprintRotationLibrary::Slerp_NotNormalized(const FQuat& A, const FQuat& B, const float & Slerp) |
| 29 | +{ |
| 30 | + return FQuat::Slerp_NotNormalized(A, B, Slerp); |
| 31 | +} |
| 32 | + |
| 33 | +float UBlueprintRotationLibrary::Dot(const FQuat& A, const FQuat& B) |
| 34 | +{ |
| 35 | + return A | B; |
| 36 | +} |
| 37 | + |
| 38 | +FQuat UBlueprintRotationLibrary::VectorToOrientationQuat(const FVector Vector) |
| 39 | +{ |
| 40 | + return Vector.ToOrientationQuat(); |
| 41 | +} |
| 42 | + |
| 43 | +FRotator UBlueprintRotationLibrary::VectorToOrientationRotator(const FVector Vector) |
| 44 | +{ |
| 45 | + return Vector.ToOrientationRotator(); |
| 46 | +} |
| 47 | + |
| 48 | +FQuat UBlueprintRotationLibrary::RotatorToQuat(const FRotator Rotator) |
| 49 | +{ |
| 50 | + return Rotator.Quaternion(); |
| 51 | +} |
| 52 | + |
| 53 | +FRotator UBlueprintRotationLibrary::QuatToRotator(const FQuat& Quat) |
| 54 | +{ |
| 55 | + return FRotator(Quat); |
| 56 | +} |
| 57 | + |
| 58 | +float UBlueprintRotationLibrary::AngleBetweenDirectionVectorsRad(FVector A, FVector B) |
| 59 | +{ |
| 60 | + A.Normalize(1.0f); |
| 61 | + B.Normalize(1.0f); |
| 62 | + |
| 63 | + return FGenericPlatformMath::Acos(FVector::DotProduct(A, B)); |
| 64 | +} |
| 65 | + |
| 66 | +float UBlueprintRotationLibrary::AngleBetweenDirectionVectorsDeg(FVector A, FVector B) |
| 67 | +{ |
| 68 | + A.Normalize(1.0f); |
| 69 | + B.Normalize(1.0f); |
| 70 | + |
| 71 | + return FMath::RadiansToDegrees(FGenericPlatformMath::Acos(FVector::DotProduct(A, B))); |
| 72 | +} |
| 73 | + |
| 74 | +float UBlueprintRotationLibrary::AngleBetweenQuatsRad(FQuat A, FQuat B) |
| 75 | +{ |
| 76 | + return A.AngularDistance(B); |
| 77 | +} |
| 78 | + |
| 79 | +float UBlueprintRotationLibrary::AngleBetweenQuatsDeg(FQuat A, FQuat B) |
| 80 | +{ |
| 81 | + return FMath::RadiansToDegrees(A.AngularDistance(B)); |
| 82 | +} |
| 83 | + |
| 84 | +FQuat UBlueprintRotationLibrary::EulerDegToQuat(const FVector Euler) |
| 85 | +{ |
| 86 | + return FQuat::MakeFromEuler(Euler); |
| 87 | +} |
| 88 | + |
| 89 | +FVector UBlueprintRotationLibrary::QuatToEulerDeg(const FQuat& Quat) |
| 90 | +{ |
| 91 | + return Quat.Euler(); |
| 92 | +} |
| 93 | + |
| 94 | +FQuat UBlueprintRotationLibrary::QuatPlusQuat(const FQuat& A, const FQuat& B) |
| 95 | +{ |
| 96 | + return A + B; |
| 97 | +} |
| 98 | + |
| 99 | +FQuat UBlueprintRotationLibrary::QuatMinusQuat(const FQuat& A, const FQuat& B) |
| 100 | +{ |
| 101 | + return A - B; |
| 102 | +} |
| 103 | + |
| 104 | +FQuat UBlueprintRotationLibrary::QuatMultiplyQuat(const FQuat& A, const FQuat& B) |
| 105 | +{ |
| 106 | + return A * B; |
| 107 | +} |
| 108 | + |
| 109 | +FQuat UBlueprintRotationLibrary::QuatMultiplyFloatScale(const FQuat& A, const float B) |
| 110 | +{ |
| 111 | + return A * B; |
| 112 | +} |
| 113 | + |
| 114 | +FQuat UBlueprintRotationLibrary::QuatDivFloatScale(const FQuat& A, const float B) |
| 115 | +{ |
| 116 | + return A / B; |
| 117 | +} |
| 118 | + |
| 119 | +bool UBlueprintRotationLibrary::AreQuatsEqual(const FQuat& A, const FQuat& B) |
| 120 | +{ |
| 121 | + return A == B; |
| 122 | +} |
| 123 | + |
| 124 | +FString UBlueprintRotationLibrary::QuatToString(const FQuat& Quat) |
| 125 | +{ |
| 126 | + return FString::Printf(TEXT("X=%f,Y=%f,Z=%f,W=%f"), Quat.X, Quat.Y, Quat.Z, Quat.W); |
| 127 | +} |
| 128 | + |
| 129 | +void UBlueprintRotationLibrary::AddActorLocalRotation(AActor* Actor, const FQuat& Quat, bool bSweep, FHitResult& OutSweepHitResult, bool bTeleport) |
| 130 | +{ |
| 131 | + ETeleportType Teleport; |
| 132 | + |
| 133 | + if (bTeleport) |
| 134 | + { |
| 135 | + Teleport = ETeleportType::TeleportPhysics; |
| 136 | + } |
| 137 | + else |
| 138 | + { |
| 139 | + Teleport = ETeleportType::None; |
| 140 | + } |
| 141 | + |
| 142 | + Actor->AddActorLocalRotation(Quat, bSweep, &OutSweepHitResult, Teleport); |
| 143 | +} |
| 144 | + |
| 145 | +void UBlueprintRotationLibrary::AddActorWorldRotation(AActor* Actor, const FQuat& Quat, bool bSweep, FHitResult& OutSweepHitResult, bool bTeleport) |
| 146 | +{ |
| 147 | + ETeleportType Teleport; |
| 148 | + |
| 149 | + if (bTeleport) |
| 150 | + { |
| 151 | + Teleport = ETeleportType::TeleportPhysics; |
| 152 | + } |
| 153 | + else |
| 154 | + { |
| 155 | + Teleport = ETeleportType::None; |
| 156 | + } |
| 157 | + |
| 158 | + Actor->AddActorWorldRotation(Quat, bSweep, &OutSweepHitResult, Teleport); |
| 159 | +} |
| 160 | + |
| 161 | +void UBlueprintRotationLibrary::AddComponentLocalRotation(USceneComponent* Component, const FQuat& Quat, bool bSweep, FHitResult& OutSweepHitResult, bool bTeleport) |
| 162 | +{ |
| 163 | + ETeleportType Teleport; |
| 164 | + |
| 165 | + if (bTeleport) |
| 166 | + { |
| 167 | + Teleport = ETeleportType::TeleportPhysics; |
| 168 | + } |
| 169 | + else |
| 170 | + { |
| 171 | + Teleport = ETeleportType::None; |
| 172 | + } |
| 173 | + |
| 174 | + Component->AddLocalRotation(Quat, bSweep, &OutSweepHitResult, Teleport); |
| 175 | +} |
| 176 | + |
| 177 | +void UBlueprintRotationLibrary::AddComponentRelativeRotation(USceneComponent* Component, const FQuat& Quat, bool bSweep, FHitResult& OutSweepHitResult, bool bTeleport) |
| 178 | +{ |
| 179 | + ETeleportType Teleport; |
| 180 | + |
| 181 | + if (bTeleport) |
| 182 | + { |
| 183 | + Teleport = ETeleportType::TeleportPhysics; |
| 184 | + } |
| 185 | + else |
| 186 | + { |
| 187 | + Teleport = ETeleportType::None; |
| 188 | + } |
| 189 | + |
| 190 | + Component->AddRelativeRotation(Quat, bSweep, &OutSweepHitResult, Teleport); |
| 191 | +} |
| 192 | + |
| 193 | +void UBlueprintRotationLibrary::AddComponentWorldRotation(USceneComponent* Component, const FQuat& Quat, bool bSweep, FHitResult& OutSweepHitResult, bool bTeleport) |
| 194 | +{ |
| 195 | + ETeleportType Teleport; |
| 196 | + |
| 197 | + if (bTeleport) |
| 198 | + { |
| 199 | + Teleport = ETeleportType::TeleportPhysics; |
| 200 | + } |
| 201 | + else |
| 202 | + { |
| 203 | + Teleport = ETeleportType::None; |
| 204 | + } |
| 205 | + |
| 206 | + Component->AddWorldRotation(Quat, bSweep, &OutSweepHitResult, Teleport); |
| 207 | +} |
| 208 | + |
| 209 | +void UBlueprintRotationLibrary::SetActorRelativeRotation(AActor* Actor, const FQuat& Quat, bool bSweep, FHitResult& OutSweepHitResult, bool bTeleport) |
| 210 | +{ |
| 211 | + ETeleportType Teleport; |
| 212 | + |
| 213 | + if (bTeleport) |
| 214 | + { |
| 215 | + Teleport = ETeleportType::TeleportPhysics; |
| 216 | + } |
| 217 | + else |
| 218 | + { |
| 219 | + Teleport = ETeleportType::None; |
| 220 | + } |
| 221 | + |
| 222 | + Actor->SetActorRelativeRotation(Quat, bSweep, &OutSweepHitResult, Teleport); |
| 223 | +} |
| 224 | + |
| 225 | +void UBlueprintRotationLibrary::SetActorRotation(AActor* Actor, const FQuat& Quat, bool bTeleport) |
| 226 | +{ |
| 227 | + ETeleportType Teleport; |
| 228 | + |
| 229 | + if (bTeleport) |
| 230 | + { |
| 231 | + Teleport = ETeleportType::TeleportPhysics; |
| 232 | + } |
| 233 | + else |
| 234 | + { |
| 235 | + Teleport = ETeleportType::None; |
| 236 | + } |
| 237 | + |
| 238 | + Actor->SetActorRotation(Quat, Teleport); |
| 239 | +} |
| 240 | + |
| 241 | +void UBlueprintRotationLibrary::SetComponentRelativeRotation(USceneComponent* Component, const FQuat& Quat, bool bSweep, FHitResult& OutSweepHitResult, bool bTeleport) |
| 242 | +{ |
| 243 | + ETeleportType Teleport; |
| 244 | + |
| 245 | + if (bTeleport) |
| 246 | + { |
| 247 | + Teleport = ETeleportType::TeleportPhysics; |
| 248 | + } |
| 249 | + else |
| 250 | + { |
| 251 | + Teleport = ETeleportType::None; |
| 252 | + } |
| 253 | + |
| 254 | + Component->SetRelativeRotation(Quat, bSweep, &OutSweepHitResult, Teleport); |
| 255 | +} |
| 256 | + |
| 257 | +void UBlueprintRotationLibrary::SetComponentWorldRotation(USceneComponent* Component, const FQuat& Quat, bool bSweep, FHitResult& OutSweepHitResult, bool bTeleport) |
| 258 | +{ |
| 259 | + ETeleportType Teleport; |
| 260 | + |
| 261 | + if (bTeleport) |
| 262 | + { |
| 263 | + Teleport = ETeleportType::TeleportPhysics; |
| 264 | + } |
| 265 | + else |
| 266 | + { |
| 267 | + Teleport = ETeleportType::None; |
| 268 | + } |
| 269 | + |
| 270 | + Component->SetWorldRotation(Quat, bSweep, &OutSweepHitResult, Teleport); |
| 271 | +} |
| 272 | + |
| 273 | +FQuat UBlueprintRotationLibrary::GetTransformQuat(const FTransform Transform) |
| 274 | +{ |
| 275 | + return Transform.GetRotation(); |
| 276 | +} |
| 277 | + |
| 278 | +void UBlueprintRotationLibrary::BreakTransformQuat(const FTransform Transform, FVector& Location, FQuat& RotationQuat, FVector& Scale) |
| 279 | +{ |
| 280 | + Location = Transform.GetLocation(); |
| 281 | + RotationQuat = Transform.GetRotation(); |
| 282 | + Scale = Transform.GetScale3D(); |
| 283 | +} |
| 284 | + |
| 285 | +void UBlueprintRotationLibrary::QuatAxisAngleRad(const FQuat& Quat, float& OutAngleRad, FVector& OutAxis) |
| 286 | +{ |
| 287 | + OutAngleRad = Quat.GetAngle(); |
| 288 | + OutAxis = Quat.GetRotationAxis(); |
| 289 | +} |
| 290 | + |
| 291 | +void UBlueprintRotationLibrary::QuatAxisAngleDeg(const FQuat& Quat, float& OutAngleDeg, FVector& OutAxis) |
| 292 | +{ |
| 293 | + OutAngleDeg = FMath::RadiansToDegrees(Quat.GetAngle()); |
| 294 | + OutAxis = Quat.GetRotationAxis(); |
| 295 | +} |
| 296 | + |
| 297 | +FQuat UBlueprintRotationLibrary::FindBetweenNormals(const FVector& Normal1, const FVector& Normal2) |
| 298 | +{ |
| 299 | + return FQuat::FindBetweenNormals(Normal1, Normal2); |
| 300 | +} |
| 301 | + |
| 302 | +FVector UBlueprintRotationLibrary::GetForwardVector(const FQuat& Quat) |
| 303 | +{ |
| 304 | + return Quat.GetForwardVector(); |
| 305 | +} |
| 306 | + |
| 307 | +FVector UBlueprintRotationLibrary::GetRightVector(const FQuat& Quat) |
| 308 | +{ |
| 309 | + return Quat.GetRightVector(); |
| 310 | +} |
| 311 | + |
| 312 | +FVector UBlueprintRotationLibrary::GetUpVector(const FQuat& Quat) |
| 313 | +{ |
| 314 | + return Quat.GetUpVector(); |
| 315 | +} |
| 316 | + |
| 317 | +FQuat UBlueprintRotationLibrary::Inverse(const FQuat& Quat) |
| 318 | +{ |
| 319 | + return Quat.Inverse(); |
| 320 | +} |
| 321 | + |
| 322 | +FVector UBlueprintRotationLibrary::QuatToVector(const FQuat& Quat) |
| 323 | +{ |
| 324 | + return Quat.Vector(); |
| 325 | +} |
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