70 lines
2.7 KiB
C#
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 |