Beispiel #1
0
        /// <summary>
        /// Constructs a quaternion that will rotate around the given axis
        /// by the specified angle. The axis must be a normalized vector.
        /// </summary>
        /// <param name="axis">The axis to rotate around. Must be normalized.</param>
        /// <param name="angle">The angle to rotate, in radians.</param>
        public Quatd(Vector3d axis, double angle)
        {
#if DEBUG
            if (!axis.IsNormalized())
            {
                throw new ArgumentException("Argument is not normalized", nameof(axis));
            }
#endif

            double d = axis.Length();

            if (d == 0f)
            {
                x = 0f;
                y = 0f;
                z = 0f;
                w = 0f;
            }
            else
            {
                double sinAngle = Mathd.Sin(angle * 0.5f);
                double cosAngle = Mathd.Cos(angle * 0.5f);
                double s        = sinAngle / d;

                x = axis.x * s;
                y = axis.y * s;
                z = axis.z * s;
                w = cosAngle;
            }
        }
Beispiel #2
0
        public Planed Normalized()
        {
            double len = _normal.Length();

            if (len == 0)
            {
                return(new Planed(0, 0, 0, 0));
            }

            return(new Planed(_normal / len, D / len));
        }
Beispiel #3
0
        public Quatd(Vector3d axis, double angle)
        {
            double d       = axis.Length();
            double angle_t = angle;

            if (d == 0f)
            {
                x = 0f;
                y = 0f;
                z = 0f;
                w = 0f;
            }
            else
            {
                double s = Mathd.Sin(angle_t * 0.5f) / d;

                x = axis.x * s;
                y = axis.y * s;
                z = axis.z * s;
                w = Mathd.Cos(angle_t * 0.5f);
            }
        }
Beispiel #4
0
 public static Vector4d DirMag(Vector3d v)
 {
     return(new Vector4d(v.Normalized(), v.Length()));
 }