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Better to_euler_rotation methods
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@ -65,21 +65,51 @@ function to_euler_rotation(self)
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local rotation = {}
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local sinr_cosp = 2 * (self[4] * self[1] + self[2] * self[3])
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local cosr_cosp = 1 - 2 * (self[1] * self[1] + self[2] * self[2])
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local cosr_cosp = 1 - 2 * (self[1] ^ 2 + self[2] ^ 2)
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rotation.x = math.atan2(sinr_cosp, cosr_cosp)
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local sinp = 2 * (self[4] * self[2] - self[3] * self[1])
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if sinp <= -1 then
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rotation.y = -math.pi/2
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rotation.z = -math.pi/2
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elseif sinp >= 1 then
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rotation.y = math.pi/2
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rotation.z = math.pi/2
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else
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rotation.y = math.asin(sinp)
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end
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rotation.z = math.asin(sinp)
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end
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local siny_cosp = 2 * (self[4] * self[3] + self[1] * self[2])
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local cosy_cosp = 1 - 2 * (self[2] * self[2] + self[3] * self[3])
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rotation.z = math.atan2(siny_cosp, cosy_cosp)
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local cosy_cosp = 1 - 2 * (self[2] ^ 2 + self[3] ^ 2)
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rotation.y = math.atan2(siny_cosp, cosy_cosp)
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return vector.apply(rotation, math.deg)
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end
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-- See https://github.com/zaki/irrlicht/blob/master/include/quaternion.h#L652
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function to_euler_rotation_irrlicht(self)
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local x, y, z, w = unpack(self)
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local test = 2 * (y * w - x * z)
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local function _calc()
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if math.abs(test - 1) <= 1e-6 then
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return {
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z = -2 * math.atan2(x, w),
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x = 0,
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y = math.pi/2
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}
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end
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if math.abs(test + 1) <= 1e-6 then
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return {
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z = 2 * math.atan2(x, w),
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x = 0,
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y = math.pi/-2
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}
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end
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return {
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z = math.atan2(2 * (x * y + z * w), x ^ 2 - y ^ 2 - z ^ 2 + w ^ 2),
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x = math.atan2(2 * (y * z + x * w), -x ^ 2 - y ^ 2 + z ^ 2 + w ^ 2),
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y = math.asin(math.min(math.max(test, -1), 1))
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}
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end
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return vector.apply(_calc(), math.deg)
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end
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