65 lines
2.6 KiB
C#
65 lines
2.6 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 Vector3 to a Quaternion. Can use LookRotation (direction to rotation) or Euler angles.")]
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public class ConvertVector3ToQuaternion : Action
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{
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/// <summary>
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/// Specifies how to convert the Vector3 to a Quaternion.
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/// </summary>
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public enum ConversionType
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{
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LookRotation, // Treats Vector3 as a direction and creates a rotation looking in that direction.
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EulerAngles // Treats Vector3 as Euler angles (X, Y, Z in degrees).
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}
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[Tooltip("The Vector3 to convert.")]
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[SerializeField] protected SharedVariable<Vector3> m_InputVector;
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[Tooltip("Specifies how to convert the Vector3 to a Quaternion.")]
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[SerializeField] protected ConversionType m_ConversionType = ConversionType.EulerAngles;
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[Tooltip("The up vector for LookRotation. Only used when ConversionType is LookRotation.")]
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[SerializeField] protected SharedVariable<Vector3> m_UpVector = Vector3.up;
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[Tooltip("The resulting Quaternion value.")]
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[SerializeField] [RequireShared] protected SharedVariable<Quaternion> m_OutputQuaternion;
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/// <summary>
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/// Converts the Vector3 to a Quaternion.
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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.LookRotation:
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m_OutputQuaternion.Value = Quaternion.LookRotation(m_InputVector.Value, m_UpVector.Value);
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break;
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case ConversionType.EulerAngles:
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m_OutputQuaternion.Value = Quaternion.Euler(m_InputVector.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_InputVector = null;
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m_ConversionType = ConversionType.EulerAngles;
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m_UpVector = Vector3.up;
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m_OutputQuaternion = null;
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}
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}
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}
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#endif |