79 lines
3.1 KiB
C#
79 lines
3.1 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Conversions
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Conversions")]
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[Opsive.Shared.Utility.Description("Converts a Quaternion to a float. Can extract X, Y, Z, W, or angle around an axis.")]
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public class ConvertQuaternionToFloat : Action
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{
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/// <summary>
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/// Specifies how to convert the Quaternion to a float.
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/// </summary>
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public enum ConversionType
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{
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X, // The X component.
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Y, // The Y component.
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Z, // The Z component.
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W, // The W component.
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Angle // The angle (in degrees) around the specified axis.
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}
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[Tooltip("The Quaternion to convert.")]
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[SerializeField] protected SharedVariable<Quaternion> m_InputQuaternion;
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[Tooltip("Specifies how to convert the Quaternion to a float.")]
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[SerializeField] protected ConversionType m_ConversionType = ConversionType.Angle;
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[Tooltip("The axis to use when extracting the angle. Only used when ConversionType is Angle.")]
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[SerializeField] protected SharedVariable<Vector3> m_Axis = Vector3.forward;
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[Tooltip("The resulting float value.")]
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[SerializeField] [RequireShared] protected SharedVariable<float> m_OutputValue;
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/// <summary>
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/// Converts the Quaternion to a float.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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switch (m_ConversionType) {
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case ConversionType.X:
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m_OutputValue.Value = m_InputQuaternion.Value.x;
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break;
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case ConversionType.Y:
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m_OutputValue.Value = m_InputQuaternion.Value.y;
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break;
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case ConversionType.Z:
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m_OutputValue.Value = m_InputQuaternion.Value.z;
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break;
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case ConversionType.W:
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m_OutputValue.Value = m_InputQuaternion.Value.w;
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break;
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case ConversionType.Angle:
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var axis = m_Axis.Value.normalized;
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var identity = Quaternion.identity;
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m_OutputValue.Value = Quaternion.Angle(identity, m_InputQuaternion.Value);
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break;
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}
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return TaskStatus.Success;
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_InputQuaternion = null;
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m_ConversionType = ConversionType.Angle;
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m_Axis = Vector3.forward;
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m_OutputValue = null;
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}
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}
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}
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#endif |