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2026-05-10 11:47:55 -04:00

70 lines
2.7 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Conversions
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Conversions")]
[Opsive.Shared.Utility.Description("Converts a Quaternion to a Vector3. Can extract Euler angles or direction vectors (Forward, Right, Up).")]
public class ConvertQuaternionToVector3 : Action
{
/// <summary>
/// Specifies how to convert the Quaternion to a Vector3.
/// </summary>
public enum ConversionType
{
EulerAngles, // Extract Euler angles (X, Y, Z in degrees).
Forward, // Extract the forward direction vector.
Right, // Extract the right direction vector.
Up // Extract the up direction vector.
}
[Tooltip("The Quaternion to convert.")]
[SerializeField] protected SharedVariable<Quaternion> m_InputQuaternion;
[Tooltip("Specifies how to convert the Quaternion to a Vector3.")]
[SerializeField] protected ConversionType m_ConversionType = ConversionType.EulerAngles;
[Tooltip("The resulting Vector3 value.")]
[SerializeField] [RequireShared] protected SharedVariable<Vector3> m_OutputVector;
/// <summary>
/// Converts the Quaternion to a Vector3.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
switch (m_ConversionType) {
case ConversionType.EulerAngles:
m_OutputVector.Value = m_InputQuaternion.Value.eulerAngles;
break;
case ConversionType.Forward:
m_OutputVector.Value = m_InputQuaternion.Value * Vector3.forward;
break;
case ConversionType.Right:
m_OutputVector.Value = m_InputQuaternion.Value * Vector3.right;
break;
case ConversionType.Up:
m_OutputVector.Value = m_InputQuaternion.Value * Vector3.up;
break;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_InputQuaternion = null;
m_ConversionType = ConversionType.EulerAngles;
m_OutputVector = null;
}
}
}
#endif