Use Unix (LF) line endings instead of Windows (CR LF) ones

This commit is contained in:
Fierelier 2021-09-10 15:01:35 +02:00
parent 3f3fc673a8
commit 834c296278
1 changed files with 52 additions and 52 deletions

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@ -1,53 +1,53 @@
-- Author: KawaNoII (http://www.chinesemta.com) alexaxel705 (alexaxel705@gmail.com)
-- Source: https://wiki.multitheftauto.com/wiki/Quaternion
local identityMatrix = {
[1] = {1, 0, 0},
[2] = {0, 1, 0},
[3] = {0, 0, 1}
}
function QuaternionTo3x3(x,y,z,w)
local matrix3x3 = {[1] = {}, [2] = {}, [3] = {}}
local symetricalMatrix = {
[1] = {(-(y*y)-(z*z)), x*y, x*z},
[2] = {x*y, (-(x*x)-(z*z)), y*z},
[3] = {x*z, y*z, (-(x*x)-(y*y))}
}
local antiSymetricalMatrix = {
[1] = {0, -z, y},
[2] = {z, 0, -x},
[3] = {-y, x, 0}
}
for i = 1, 3 do
for j = 1, 3 do
matrix3x3[i][j] = identityMatrix[i][j]+(2*symetricalMatrix[i][j])+(2*w*antiSymetricalMatrix[i][j])
end
end
return matrix3x3
end
function getEulerAnglesFromMatrix(x1,y1,z1,x2,y2,z2,x3,y3,z3)
local nz1,nz2,nz3
nz3 = math.sqrt(x2*x2+y2*y2)
nz1 = -x2*z2/nz3
nz2 = -y2*z2/nz3
local vx = nz1*x1+nz2*y1+nz3*z1
local vz = nz1*x3+nz2*y3+nz3*z3
return math.deg(math.asin(z2)),-math.deg(math.atan2(vx,vz)),-math.deg(math.atan2(x2,y2))
end
function fromQuaternion(x,y,z,w)
local matrix = QuaternionTo3x3(x,y,z,w)
local ox,oy,oz = getEulerAnglesFromMatrix(
matrix[1][1], matrix[1][2], matrix[1][3],
matrix[2][1], matrix[2][2], matrix[2][3],
matrix[3][1], matrix[3][2], matrix[3][3]
)
return ox,oy,oz
-- Author: KawaNoII (http://www.chinesemta.com) alexaxel705 (alexaxel705@gmail.com)
-- Source: https://wiki.multitheftauto.com/wiki/Quaternion
local identityMatrix = {
[1] = {1, 0, 0},
[2] = {0, 1, 0},
[3] = {0, 0, 1}
}
function QuaternionTo3x3(x,y,z,w)
local matrix3x3 = {[1] = {}, [2] = {}, [3] = {}}
local symetricalMatrix = {
[1] = {(-(y*y)-(z*z)), x*y, x*z},
[2] = {x*y, (-(x*x)-(z*z)), y*z},
[3] = {x*z, y*z, (-(x*x)-(y*y))}
}
local antiSymetricalMatrix = {
[1] = {0, -z, y},
[2] = {z, 0, -x},
[3] = {-y, x, 0}
}
for i = 1, 3 do
for j = 1, 3 do
matrix3x3[i][j] = identityMatrix[i][j]+(2*symetricalMatrix[i][j])+(2*w*antiSymetricalMatrix[i][j])
end
end
return matrix3x3
end
function getEulerAnglesFromMatrix(x1,y1,z1,x2,y2,z2,x3,y3,z3)
local nz1,nz2,nz3
nz3 = math.sqrt(x2*x2+y2*y2)
nz1 = -x2*z2/nz3
nz2 = -y2*z2/nz3
local vx = nz1*x1+nz2*y1+nz3*z1
local vz = nz1*x3+nz2*y3+nz3*z3
return math.deg(math.asin(z2)),-math.deg(math.atan2(vx,vz)),-math.deg(math.atan2(x2,y2))
end
function fromQuaternion(x,y,z,w)
local matrix = QuaternionTo3x3(x,y,z,w)
local ox,oy,oz = getEulerAnglesFromMatrix(
matrix[1][1], matrix[1][2], matrix[1][3],
matrix[2][1], matrix[2][2], matrix[2][3],
matrix[3][1], matrix[3][2], matrix[3][3]
)
return ox,oy,oz
end