{ }
/// <summary>
- /// Construct a new Quaternion from given Euler angles. The rotations will get applied in following order:
- /// 1. Around X, 2. Around Y, 3. Around Z
+ /// Construct a new Quaternion from given Euler angles in radians.
+ /// The rotations will get applied in following order:
+ /// 1. around X axis, 2. around Y axis, 3. around Z axis
/// </summary>
/// <param name="rotationX">Counterclockwise rotation around X axis in radian</param>
/// <param name="rotationY">Counterclockwise rotation around Y axis in radian</param>
}
/// <summary>
- /// Build a quaternion from the given axis and angle
+ /// Build a quaternion from the given axis and angle in radians
/// </summary>
/// <param name="axis">The axis to rotate about</param>
/// <param name="angle">The rotation angle in radians</param>
}
/// <summary>
- /// Builds a Quaternion from the given euler angles
+ /// Builds a Quaternion from the given euler angles in radians
/// The rotations will get applied in following order:
- /// 1. pitch, 2. yaw, 3. roll
+ /// 1. pitch (X axis), 2. yaw (Y axis), 3. roll (Z axis)
/// </summary>
/// <param name="pitch">The pitch (attitude), counterclockwise rotation around X axis</param>
/// <param name="yaw">The yaw (heading), counterclockwise rotation around Y axis</param>
}
/// <summary>
- /// Builds a Quaternion from the given euler angles
+ /// Builds a Quaternion from the given euler angles in radians.
/// The rotations will get applied in following order:
- /// 1. Around X, 2. Around Y, 3. Around Z
+ /// 1. X axis, 2. Y axis, 3. Z axis
/// </summary>
/// <param name="eulerAngles">The counterclockwise euler angles as a vector</param>
/// <returns>The equivalent Quaternion</returns>
/// or does not contain 0 when it should be</returns>
/// <param name="toTest">To test</param>
/// <param name="expected">Expected directions. Values getting only 0 checked</param>
- public static bool VerifyEuqalSignleDirection(Vector3 toTest, Vector3 expected)
+ public static bool VerifyEqualSingleDirection(Vector3 toTest, Vector3 expected)
{
//To verify the direction of an vector, just respect the 0 values and check against these.
//The length of the vectors are ignored.
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
- Assert.True(QuaternionTestHelper.VerifyEuqalSignleDirection(resultXYZ, expectedResult));
+ Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
/// <summary>
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
- Assert.True(QuaternionTestHelper.VerifyEuqalSignleDirection(resultXYZ, expectedResult));
+ Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
/// <summary>
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
- Assert.True(QuaternionTestHelper.VerifyEuqalSignleDirection(resultXYZ, expectedResult));
+ Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
/// <summary>
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
- Assert.True(QuaternionTestHelper.VerifyEuqalSignleDirection(resultXYZ, expectedResult));
+ Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
/// <summary>
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
- Assert.True(QuaternionTestHelper.VerifyEuqalSignleDirection(resultXYZ, expectedResult));
+ Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
/// <summary>
cut.ToAxisAngle(out resultXYZ, out dontCare);
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
- Assert.True(QuaternionTestHelper.VerifyEuqalSignleDirection(resultXYZ, expectedResult));
+ Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
//TODO: Make also checks with rotation angle