Beispiel #1
0
        /// <summary>Creates a spherical billboard that rotates around a specified object position.</summary>
        /// <param name="objectPosition">Position of the object the billboard will rotate around.</param>
        /// <param name="cameraPosition">Position of the camera.</param>
        /// <param name="cameraUpVector">The up vector of the camera.</param>
        /// <param name="cameraForwardVector">The forward vector of the camera.</param>
        /// <returns>The created billboard matrix</returns>
        public static Matrix2X3 <T> CreateBillboard <T>(Vector3D <T> objectPosition, Vector3D <T> cameraPosition, Vector3D <T> cameraUpVector, Vector3D <T> cameraForwardVector)
            where T : unmanaged, IFormattable, IEquatable <T>, IComparable <T>
        {
            Vector3D <T> zaxis = objectPosition - cameraPosition;
            var          norm  = zaxis.LengthSquared;

            if (!Scalar.GreaterThanOrEqual(norm, Scalar.As <float, T>(BillboardEpsilon)))
            {
                zaxis = -cameraForwardVector;
            }
            else
            {
                zaxis = Vector3D.Multiply(zaxis, Scalar.Reciprocal(Scalar.Sqrt(norm)));
            }

            Vector3D <T> xaxis = Vector3D.Normalize(Vector3D.Cross(cameraUpVector, zaxis));
            Vector3D <T> yaxis = Vector3D.Cross(zaxis, xaxis);

            return(new(xaxis, yaxis));
        }
        static Scalar()
        {
            // This won't inline as nicely on platforms that aren't .NET 5, however there's no other way to yield the
            // constant folding benefits that come with the fields being static readonly.
            //
            // We have used local functions elsewhere to get around this elsewhere, however there's no sane way we can
            // do that with local functions.
            //
            // This will inline fine on .NET 5, though. See also: https://github.com/dotnet/runtime/issues/38106
            if (typeof(T) == typeof(Half))
            {
                Epsilon          = (T)(object)Half.Epsilon;
                MaxValue         = (T)(object)Half.MaxValue;
                MinValue         = (T)(object)Half.MinValue;
                NaN              = (T)(object)Half.NaN;
                NegativeInfinity = (T)(object)Half.NegativeInfinity;
                PositiveInfinity = (T)(object)Half.PositiveInfinity;
                One              = (T)(object)(Half)1;
                Two              = (T)(object)(Half)2;
                MinusOne         = (T)(object)(Half)(-1f);
                MinusTwo         = (T)(object)(Half)(-2f);
                E   = (T)(object)(Half)FloatE;
                Pi  = (T)(object)(Half)FloatPi;
                Tau = (T)(object)(Half)FloatTau;
            }
            else if (typeof(T) == typeof(float))
            {
                Epsilon          = (T)(object)float.Epsilon;
                MaxValue         = (T)(object)float.MaxValue;
                MinValue         = (T)(object)float.MinValue;
                NaN              = (T)(object)float.NaN;
                NegativeInfinity = (T)(object)float.NegativeInfinity;
                PositiveInfinity = (T)(object)float.PositiveInfinity;
                One              = (T)(object)1f;
                Two              = (T)(object)2f;
                MinusOne         = (T)(object)-1f;
                MinusTwo         = (T)(object)-2f;
                E   = (T)(object)FloatE;
                Pi  = (T)(object)FloatPi;
                Tau = (T)(object)FloatTau;
            }
            else if (typeof(T) == typeof(double))
            {
                Epsilon          = (T)(object)double.Epsilon;
                MaxValue         = (T)(object)double.MaxValue;
                MinValue         = (T)(object)double.MinValue;
                NaN              = (T)(object)double.NaN;
                NegativeInfinity = (T)(object)double.NegativeInfinity;
                PositiveInfinity = (T)(object)double.PositiveInfinity;
                One              = (T)(object)1d;
                Two              = (T)(object)2d;
                MinusOne         = (T)(object)-1d;
                MinusTwo         = (T)(object)-2d;
                E  = (T)(object)Math.E;
                Pi = (T)(object)Math.PI;
#if !NET5_0
                Tau = Scalar.Multiply(Pi, Two);
#else
                Tau = (T)(object)Math.Tau;
#endif
            }
            else if (typeof(T) == typeof(decimal))
            {
                Epsilon          = default;
                MaxValue         = (T)(object)decimal.MaxValue;
                MinValue         = (T)(object)decimal.MinValue;
                NaN              = default;
                NegativeInfinity = default;
                PositiveInfinity = default;
                One              = (T)(object)(decimal)1;
                Two              = (T)(object)(decimal)2;
                MinusOne         = (T)(object)(decimal) - 1;
                MinusTwo         = (T)(object)(decimal) - 2;
                E   = (T)(object)(decimal)Math.E;
                Pi  = (T)(object)(decimal)Math.PI;
                Tau = Scalar.Multiply(Pi, Two);
            }
            else if (typeof(T) == typeof(short))
            {
                Epsilon          = default;
                MaxValue         = (T)(object)short.MaxValue;
                MinValue         = (T)(object)short.MinValue;
                NaN              = default;
                NegativeInfinity = default;
                PositiveInfinity = default;
                One              = (T)(object)(short)1;
                Two              = (T)(object)(short)2;
                MinusOne         = (T)(object)(short)-1;
                MinusTwo         = (T)(object)(short)-2;
                E   = (T)(object)(short)FloatE;
                Pi  = (T)(object)(short)FloatPi;
                Tau = (T)(object)(short)FloatTau;
            }
            else if (typeof(T) == typeof(ushort))
            {
                Epsilon          = default;
                MaxValue         = (T)(object)ushort.MaxValue;
                MinValue         = (T)(object)ushort.MinValue;
                NaN              = default;
                NegativeInfinity = default;
                PositiveInfinity = default;
                One              = (T)(object)(ushort)1;
                Two              = (T)(object)(ushort)2;
                MinusOne         = default;
                MinusTwo         = default;
                E   = (T)(object)(ushort)FloatE;
                Pi  = (T)(object)(ushort)FloatPi;
                Tau = (T)(object)(ushort)FloatTau;
            }
            else if (typeof(T) == typeof(sbyte))
            {
                Epsilon          = default;
                MaxValue         = (T)(object)sbyte.MaxValue;
                MinValue         = (T)(object)sbyte.MinValue;
                NaN              = default;
                NegativeInfinity = default;
                PositiveInfinity = default;
                One              = (T)(object)(sbyte)1;
                Two              = (T)(object)(sbyte)2;
                MinusOne         = (T)(object)(sbyte)-1;
                MinusTwo         = (T)(object)(sbyte)-2;
                E   = (T)(object)(sbyte)FloatE;
                Pi  = (T)(object)(sbyte)FloatPi;
                Tau = (T)(object)(sbyte)FloatTau;
            }
            else if (typeof(T) == typeof(byte))
            {
                Epsilon          = default;
                MaxValue         = (T)(object)byte.MaxValue;
                MinValue         = (T)(object)byte.MinValue;
                NaN              = default;
                NegativeInfinity = default;
                PositiveInfinity = default;
                One              = (T)(object)(byte)1;
                Two              = (T)(object)(byte)2;
                MinusOne         = default;
                MinusTwo         = default;
                E   = (T)(object)(byte)FloatE;
                Pi  = (T)(object)(byte)FloatPi;
                Tau = (T)(object)(byte)FloatTau;
            }
            else if (typeof(T) == typeof(int))
            {
                Epsilon          = default;
                MaxValue         = (T)(object)int.MaxValue;
                MinValue         = (T)(object)int.MinValue;
                NaN              = default;
                NegativeInfinity = default;
                PositiveInfinity = default;
                One              = (T)(object)1;
                Two              = (T)(object)2;
                MinusOne         = (T)(object)-1;
                MinusTwo         = (T)(object)-2;
                E   = (T)(object)(int)FloatE;
                Pi  = (T)(object)(int)FloatPi;
                Tau = (T)(object)(int)FloatTau;
            }
            else if (typeof(T) == typeof(uint))
            {
                Epsilon          = default;
                MaxValue         = (T)(object)uint.MaxValue;
                MinValue         = (T)(object)uint.MinValue;
                NaN              = default;
                NegativeInfinity = default;
                PositiveInfinity = default;
                One              = (T)(object)1u;
                Two              = (T)(object)2u;
                MinusOne         = default;
                MinusTwo         = default;
                E   = (T)(object)(uint)FloatE;
                Pi  = (T)(object)(uint)FloatPi;
                Tau = (T)(object)(uint)FloatTau;
            }
            else if (typeof(T) == typeof(long))
            {
                Epsilon          = default;
                MaxValue         = (T)(object)long.MaxValue;
                MinValue         = (T)(object)long.MinValue;
                NaN              = default;
                NegativeInfinity = default;
                PositiveInfinity = default;
                One              = (T)(object)1L;
                Two              = (T)(object)2L;
                MinusOne         = (T)(object)-1L;
                MinusTwo         = (T)(object)-2L;
                E   = (T)(object)(long)FloatE;
                Pi  = (T)(object)(long)FloatPi;
                Tau = (T)(object)(long)FloatTau;
            }
            else if (typeof(T) == typeof(ulong))
            {
                Epsilon          = default;
                MaxValue         = (T)(object)ulong.MaxValue;
                MinValue         = (T)(object)ulong.MinValue;
                NaN              = default;
                NegativeInfinity = default;
                PositiveInfinity = default;
                One              = (T)(object)1ul;
                Two              = (T)(object)2ul;
                MinusOne         = default;
                MinusTwo         = default;
                E   = (T)(object)(ulong)FloatE;
                Pi  = (T)(object)(ulong)FloatPi;
                Tau = (T)(object)(ulong)FloatTau;
            }
            else
            {
                // if it's none of these cases, don't do the general cases.
                return;
            }

            PiOver2          = Scalar.Divide(Pi, Two);
            DegreesPerRadian = Scalar.Divide(Scalar.As <float, T>(180), Pi);
            RadiansPerDegree = Scalar.Divide(Pi, Scalar.As <float, T>(180));
        }
Beispiel #3
0
 /// <summary>
 /// Returns this circle casted to <typeparamref name="TOther"></typeparamref>
 /// </summary>
 /// <typeparam name="TOther">The type to cast to</typeparam>
 /// <returns>The casted circle</returns>
 public Circle <TOther> As <TOther>() where TOther : unmanaged, IFormattable, IEquatable <TOther>, IComparable <TOther>
 {
     return(new(Center.As <TOther>(), Scalar.As <T, TOther>(Radius)));
 }
Beispiel #4
0
        public static Plane <T> Normalize <T>(Plane <T> value)
            where T : unmanaged, IFormattable, IEquatable <T>, IComparable <T>
        {
            /*if (Vector.IsHardwareAccelerated)
             * {
             *  T normalLengthSquared = value.Normal.LengthSquared();
             *  if (MathF.Abs(normalLengthSquared - 1.0f) < NormalizeEpsilon)
             *  {
             *      // It already normalized, so we don't need to farther process.
             *      return value;
             *  }
             *  T normalLength = MathF.Sqrt(normalLengthSquared);
             *  return new Plane(
             *      value.Normal / normalLength,
             *      value.D / normalLength);
             * }
             * else*/
            {
                T f = Scalar.Add(
                    Scalar.Add(Scalar.Multiply(value.Normal.X, value.Normal.X),
                               Scalar.Multiply(value.Normal.Y, value.Normal.Y)),
                    Scalar.Multiply(value.Normal.Z, value.Normal.Z));

                if (!Scalar.GreaterThanOrEqual(Scalar.Abs(Scalar.Subtract(f, Scalar <T> .One)), Scalar.As <float, T>(NormalizeEpsilon)))
                {
                    return(value); // It already normalized, so we don't need to further process.
                }

                T fInv = Scalar.Reciprocal(Scalar.Sqrt(f));

                return(new(
                           Scalar.Multiply(value.Normal.X, fInv),
                           Scalar.Multiply(value.Normal.Y, fInv),
                           Scalar.Multiply(value.Normal.Z, fInv),
                           Scalar.Multiply(value.Distance, fInv)));
            }
        }
        /// <summary>Creates a rotation matrix using the given rotation in radians.</summary>
        /// <param name="radians">The amount of rotation, in radians.</param>
        /// <returns>A rotation matrix.</returns>
        public static Matrix3X2 <T> CreateRotation <T>(T radians)
            where T : unmanaged, IFormattable, IEquatable <T>, IComparable <T>
        {
            radians = Scalar.IEEERemainder(radians, Scalar <T> .Tau);

            T c, s;

            if (Scalar.GreaterThan(radians, Scalar.As <float, T>(-RotationEpsilon)) && !Scalar.GreaterThanOrEqual(radians, Scalar.As <float, T>(RotationEpsilon)))
            {
                // Exact case for zero rotation.
                c = Scalar <T> .One;
                s = Scalar <T> .Zero;
            }
            else if (Scalar.GreaterThan(radians, Scalar.As <float, T>(
#if MATHF
                                            MathF.PI
#else
                                                ((float)Math.PI)
#endif
                                            / 2 - RotationEpsilon)) && !Scalar.GreaterThanOrEqual(radians, Scalar.As <float, T>(
#if MATHF
                                                                                                      MathF.PI
#else
                                                                                                          ((float)Math.PI)
#endif
                                                                                                      / 2 + RotationEpsilon)))
            {
                // Exact case for 90 degree rotation.
                c = Scalar <T> .Zero;
                s = Scalar <T> .One;
            }
            else if (!Scalar.GreaterThanOrEqual(radians, Scalar.As <float, T>(-
#if MATHF
                                                                              MathF.PI
#else
                                                                                  ((float)Math.PI)
#endif
                                                                              + RotationEpsilon)) || Scalar.GreaterThan(radians, Scalar.As <float, T>(
#if MATHF
                                                                                                                            MathF.PI
#else
                                                                                                                                ((float)Math.PI)
#endif
                                                                                                                            - RotationEpsilon)))
            {
                // Exact case for 180 degree rotation.
                c = Scalar <T> .MinusOne;
                s = Scalar <T> .Zero;
            }
            else if (Scalar.GreaterThan(radians, Scalar.As <float, T>(-
#if MATHF
                                                                      MathF.PI
#else
                                                                          ((float)Math.PI)
#endif
                                                                      / 2 - RotationEpsilon)) && !Scalar.GreaterThanOrEqual(radians, Scalar.As <float, T>(-
#if MATHF
                                                                                                                                                          MathF.PI
#else
                                                                                                                                                              ((float)Math.PI)
#endif
                                                                                                                                                          / 2 + RotationEpsilon)))
            {
                // Exact case for 270 degree rotation.
                c = Scalar <T> .Zero;
                s = Scalar <T> .MinusOne;
            }
            else
            {
                // Arbitrary rotation.
                c = Scalar.Cos(radians);
                s = Scalar.Sin(radians);
            }

            // [  c  s ]
            // [ -s  c ]
            // [  0  0 ]
            Matrix3X2 <T> result = Matrix3X2 <T> .Identity;

            result.M11 = c;
            result.M12 = s;
            result.M21 = Scalar.Negate(s);
            result.M22 = c;

            return(result);
        }
        /// <summary>Creates a rotation matrix using the given rotation in radians and a center point.</summary>
        /// <param name="radians">The amount of rotation, in radians.</param>
        /// <param name="centerPoint">The center point.</param>
        /// <returns>A rotation matrix.</returns>
        public static Matrix3X2 <T> CreateRotation <T>(T radians, Vector2D <T> centerPoint)
            where T : unmanaged, IFormattable, IEquatable <T>, IComparable <T>
        {
            radians = Scalar.IEEERemainder(radians, Scalar <T> .Tau);

            T c, s;

            if (Scalar.GreaterThan(radians, Scalar.As <float, T>(-RotationEpsilon)) && !Scalar.GreaterThanOrEqual(radians, Scalar.As <float, T>(RotationEpsilon)))
            {
                // Exact case for zero rotation.
                c = Scalar <T> .One;
                s = Scalar <T> .Zero;
            }
            else if (Scalar.GreaterThan(radians, Scalar.As <float, T>(
#if MATHF
                                            MathF.PI
#else
                                                ((float)Math.PI)
#endif
                                            / 2 - RotationEpsilon)) && !Scalar.GreaterThanOrEqual(radians, Scalar.As <float, T>(
#if MATHF
                                                                                                      MathF.PI
#else
                                                                                                          ((float)Math.PI)
#endif
                                                                                                      / 2 + RotationEpsilon)))
            {
                // Exact case for 90 degree rotation.
                c = Scalar <T> .Zero;
                s = Scalar <T> .One;
            }
            else if (!Scalar.GreaterThanOrEqual(radians, Scalar.As <float, T>(-
#if MATHF
                                                                              MathF.PI
#else
                                                                                  ((float)Math.PI)
#endif
                                                                              + RotationEpsilon)) || Scalar.GreaterThan(radians, Scalar.As <float, T>(
#if MATHF
                                                                                                                            MathF.PI
#else
                                                                                                                                ((float)Math.PI)
#endif
                                                                                                                            - RotationEpsilon)))
            {
                // Exact case for 180 degree rotation.
                c = Scalar <T> .MinusOne;
                s = Scalar <T> .Zero;
            }
            else if (Scalar.GreaterThan(radians, Scalar.As <float, T>(-
#if MATHF
                                                                      MathF.PI
#else
                                                                          ((float)Math.PI)
#endif
                                                                      / 2 - RotationEpsilon)) && !Scalar.GreaterThanOrEqual(radians, Scalar.As <float, T>(-
#if MATHF
                                                                                                                                                          MathF.PI
#else
                                                                                                                                                              ((float)Math.PI)
#endif
                                                                                                                                                          / 2 + RotationEpsilon)))
            {
                // Exact case for 270 degree rotation.
                c = Scalar <T> .Zero;
                s = Scalar <T> .MinusOne;
            }
            else
            {
                // Arbitrary rotation.
                c = Scalar.Cos(radians);
                s = Scalar.Sin(radians);
            }

            T x = Scalar.Add(Scalar.Multiply(centerPoint.X, Scalar.Subtract(Scalar <T> .One, c)), Scalar.Multiply(centerPoint.Y, s));
            T y = Scalar.Subtract(Scalar.Multiply(centerPoint.Y, Scalar.Subtract(Scalar <T> .One, c)), Scalar.Multiply(centerPoint.X, s));

            // [  c  s ]
            // [ -s  c ]
            // [  x  y ]
            return(new(
                       new(c, s),
                       new(Scalar.Negate(s), c),
                       new(x, y)));
        }
        /// <summary>Attempts to extract the scale, translation, and rotation components from the given scale/rotation/translation matrix.
        /// If successful, the out parameters will contained the extracted values.</summary>
        /// <param name="matrix">The source matrix.</param>
        /// <param name="scale">The scaling component of the transformation matrix.</param>
        /// <param name="rotation">The rotation component of the transformation matrix.</param>
        /// <returns>True if the source matrix was successfully decomposed; False otherwise.</returns>
        public static bool Decompose <T>(Matrix3X3 <T> matrix, out Vector3D <T> scale, out Quaternion <T> rotation)
            where T : unmanaged, IFormattable, IEquatable <T>, IComparable <T>
        {
            bool result = true;

            unsafe
            {
                fixed(Vector3D <T> *scaleBase = &scale)
                {
                    T *pfScales = (T *)scaleBase;
                    T  det;

                    VectorBasis <T> vectorBasis;
                    Vector3D <T> ** pVectorBasis = (Vector3D <T> **) & vectorBasis;

                    Matrix3X3 <T>      matTemp         = Matrix3X3 <T> .Identity;
                    CanonicalBasis <T> canonicalBasis  = default;
                    Vector3D <T> *     pCanonicalBasis = &canonicalBasis.Row0;

                    canonicalBasis.Row0 = new Vector3D <T>(Scalar <T> .One, Scalar <T> .Zero, Scalar <T> .Zero);
                    canonicalBasis.Row1 = new Vector3D <T>(Scalar <T> .Zero, Scalar <T> .One, Scalar <T> .Zero);
                    canonicalBasis.Row2 = new Vector3D <T>(Scalar <T> .Zero, Scalar <T> .Zero, Scalar <T> .One);

                    pVectorBasis[0] = &matTemp.Row1;
                    pVectorBasis[1] = &matTemp.Row2;
                    pVectorBasis[2] = &matTemp.Row3;

                    *(pVectorBasis[0]) = new Vector3D <T>(matrix.M11, matrix.M12, matrix.M13);
                    *(pVectorBasis[1]) = new Vector3D <T>(matrix.M21, matrix.M22, matrix.M23);
                    *(pVectorBasis[2]) = new Vector3D <T>(matrix.M31, matrix.M32, matrix.M33);

                    scale.X = pVectorBasis[0]->Length;
                    scale.Y = pVectorBasis[1]->Length;
                    scale.Z = pVectorBasis[2]->Length;

                    uint a, b, c;

                    #region Ranking
                    T x = pfScales[0], y = pfScales[1], z = pfScales[2];
                    if (!Scalar.GreaterThanOrEqual(x, y))
                    {
                        if (!Scalar.GreaterThanOrEqual(y, z))
                        {
                            a = 2;
                            b = 1;
                            c = 0;
                        }
                        else
                        {
                            a = 1;

                            if (!Scalar.GreaterThanOrEqual(x, z))
                            {
                                b = 2;
                                c = 0;
                            }
                            else
                            {
                                b = 0;
                                c = 2;
                            }
                        }
                    }
                    else
                    {
                        if (!Scalar.GreaterThanOrEqual(x, z))
                        {
                            a = 2;
                            b = 0;
                            c = 1;
                        }
                        else
                        {
                            a = 0;

                            if (!Scalar.GreaterThanOrEqual(y, z))
                            {
                                b = 2;
                                c = 1;
                            }
                            else
                            {
                                b = 1;
                                c = 2;
                            }
                        }
                    }
                    #endregion

                    if (!Scalar.GreaterThanOrEqual(pfScales[a], Scalar.As <float, T>(DecomposeEpsilon)))
                    {
                        *(pVectorBasis[a]) = pCanonicalBasis[a];
                    }

                    *pVectorBasis[a] = Vector3D.Normalize(*pVectorBasis[a]);

                    if (!Scalar.GreaterThanOrEqual(pfScales[b], Scalar.As <float, T>(DecomposeEpsilon)))
                    {
                        uint cc;
                        T    fAbsX, fAbsY, fAbsZ;

                        fAbsX = Scalar.Abs(pVectorBasis[a]->X);
                        fAbsY = Scalar.Abs(pVectorBasis[a]->Y);
                        fAbsZ = Scalar.Abs(pVectorBasis[a]->Z);

                        #region Ranking
                        if (!Scalar.GreaterThanOrEqual(fAbsX, fAbsY))
                        {
                            if (!Scalar.GreaterThanOrEqual(fAbsY, fAbsZ))
                            {
                                cc = 0;
                            }
                            else
                            {
                                if (!Scalar.GreaterThanOrEqual(fAbsX, fAbsZ))
                                {
                                    cc = 0;
                                }
                                else
                                {
                                    cc = 2;
                                }
                            }
                        }
                        else
                        {
                            if (!Scalar.GreaterThanOrEqual(fAbsX, fAbsZ))
                            {
                                cc = 1;
                            }
                            else
                            {
                                if (!Scalar.GreaterThanOrEqual(fAbsY, fAbsZ))
                                {
                                    cc = 1;
                                }
                                else
                                {
                                    cc = 2;
                                }
                            }
                        }
                        #endregion

                        *pVectorBasis[b] = Vector3D.Cross(*pVectorBasis[a], *(pCanonicalBasis + cc));
                    }

                    *pVectorBasis[b] = Vector3D.Normalize(*pVectorBasis[b]);

                    if (!Scalar.GreaterThanOrEqual(pfScales[c], Scalar.As <float, T>(DecomposeEpsilon)))
                    {
                        *pVectorBasis[c] = Vector3D.Cross(*pVectorBasis[a], *pVectorBasis[b]);
                    }

                    *pVectorBasis[c] = Vector3D.Normalize(*pVectorBasis[c]);

                    det = matTemp.GetDeterminant();

                    // use Kramer's rule to check for handedness of coordinate system
                    if (!Scalar.GreaterThanOrEqual(det, Scalar <T> .Zero))
                    {
                        // switch coordinate system by negating the scale and inverting the basis vector on the x-axis
                        pfScales[a] = Scalar.Negate(pfScales[a]);
                        *pVectorBasis[a] = -(*pVectorBasis[a]);

                        det = Scalar.Negate(det);
                    }

                    det = Scalar.Subtract(det, Scalar <T> .One);
                    det = Scalar.Multiply(det, det);

                    if (!Scalar.GreaterThanOrEqual(Scalar.As <float, T>(DecomposeEpsilon), det))
                    {
                        // Non-SRT matrix encountered
                        rotation = Quaternion <T> .Identity;
                        result   = false;
                    }
                    else
                    {
                        // generate the quaternion from the matrix
                        rotation = Quaternion <T> .CreateFromRotationMatrix(matTemp);
                    }
                }
            }

            return(result);
        }