using Quaternion = UnityEngine.Quaternion; namespace Passer.LinearAlgebra { public class QuaternionOf { public T x; public T y; public T z; public T w; public QuaternionOf(T x, T y, T z, T w) { this.x = x; this.y = y; this.z = z; this.w = w; } public static Matrix2 ToRotationMatrix(Quaternion q) { float w = q.x, x = q.y, y = q.z, z = q.w; float[,] result = new float[,] { { 1 - 2 * (y * y + z * z), 2 * (x * y - w * z), 2 * (x * z + w * y) }, { 2 * (x * y + w * z), 1 - 2 * (x * x + z * z), 2 * (y * z - w * x) }, { 2 * (x * z - w * y), 2 * (y * z + w * x), 1 - 2 * (x * x + y * y) } }; return new Matrix2(result); } } // public class Quaternion : QuaternionOf { // public Quaternion(float x, float y, float z, float w) : base(x, y, z, w) { } // } }