public static SourceQuaternion MatrixQuaternion(SourceMatrix3x4 mat)
        {
            SourceQuaternion tmp = new SourceQuaternion();

            MatrixQuaternion(mat, ref tmp);
            return(tmp);
        }
        public static void MatrixQuaternion(SourceMatrix3x4 mat, ref SourceQuaternion q)
        {
            SourceQAngle angles = new SourceQAngle();

            MatrixAngles(mat, ref angles);
            AngleQuaternion(angles, ref q);
        }
 public static void QuaternionVectorsFLU(SourceQuaternion q, ref SourceVector pForward, ref SourceVector pLeft, ref SourceVector pUp)
 {
     // Note: it's pretty much identical to just computing the quaternion matrix and assigning its columns to the vectors
     pForward = q.GetForward();
     pLeft    = q.GetLeft();
     pUp      = q.GetUp();
 }
        public static void QuaternionMatrix(SourceQuaternion q, SourceVector pos, ref SourceMatrix3x4 matrix)
        {
            QuaternionMatrix(q, ref matrix);

            matrix[0][3] = pos.x;
            matrix[1][3] = pos.y;
            matrix[2][3] = pos.z;
        }
        public static void QuaternionAngles(SourceQuaternion q, ref SourceQAngle angles)
        {
            // FIXME: doing it this way calculates too much data, needs to do an optimized version...
            SourceMatrix3x4 matrix = new SourceMatrix3x4();

            QuaternionMatrix(q, ref matrix);
            MatrixAngles(matrix, ref angles);
        }
        public SourceRadianEuler(SourceQuaternion q)
        {
            var t = this;

            MathUtils.QuaternionAngles(q, ref t);
            this.x = t.x;
            this.y = t.y;
            this.z = t.z;
        }
Beispiel #7
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        public SourceQuaternion(SourceRadianEuler angle)
        {
            var t = new SourceQuaternion();

            MathUtils.AngleQuaternion(angle, ref t);
            this.x = t.x;
            this.y = t.y;
            this.z = t.z;
            this.w = t.w;
        }
Beispiel #8
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        public SourceQuaternion(SourceDegreeEuler angle)
        {
            SourceRadianEuler radians = new SourceRadianEuler(angle);
            var t = new SourceQuaternion();

            MathUtils.AngleQuaternion(radians, ref t);
            this.x = t.x;
            this.y = t.y;
            this.z = t.z;
            this.w = t.w;
        }
        public static void AngleQuaternion(SourceRadianEuler angles, ref SourceQuaternion outQuat)
        {
            float sr, sp, sy, cr, cp, cy;

            SinCos(angles.z * 0.5f, out sy, out cy);
            SinCos(angles.y * 0.5f, out sp, out cp);
            SinCos(angles.x * 0.5f, out sr, out cr);

            // NJS: for some reason VC6 wasn't recognizing the common subexpressions:
            float srXcp = sr * cp, crXsp = cr * sp;

            outQuat.x = srXcp * cy - crXsp * sy; // X
            outQuat.y = crXsp * cy + srXcp * sy; // Y

            float crXcp = cr * cp, srXsp = sr * sp;

            outQuat.z = crXcp * sy - srXsp * cy; // Z
            outQuat.w = crXcp * cy + srXsp * sy; // W (real component)
        }
        public static void QuaternionMatrix(SourceQuaternion q, ref SourceMatrix3x4 matrix)
        {
            // Original code
            // This should produce the same code as below with optimization, but looking at the assmebly,
            // it doesn't.  There are 7 extra multiplies in the release build of this, go figure.

            matrix[0][0] = 1.0f - 2.0f * q.y * q.y - 2.0f * q.z * q.z;
            matrix[1][0] = 2.0f * q.x * q.y + 2.0f * q.w * q.z;
            matrix[2][0] = 2.0f * q.x * q.z - 2.0f * q.w * q.y;

            matrix[0][1] = 2.0f * q.x * q.y - 2.0f * q.w * q.z;
            matrix[1][1] = 1.0f - 2.0f * q.x * q.x - 2.0f * q.z * q.z;
            matrix[2][1] = 2.0f * q.y * q.z + 2.0f * q.w * q.x;

            matrix[0][2] = 2.0f * q.x * q.z + 2.0f * q.w * q.y;
            matrix[1][2] = 2.0f * q.y * q.z - 2.0f * q.w * q.x;
            matrix[2][2] = 1.0f - 2.0f * q.x * q.x - 2.0f * q.y * q.y;

            matrix[0][3] = 0.0f;
            matrix[1][3] = 0.0f;
            matrix[2][3] = 0.0f;
        }
 public void SetToIdentity()
 {
     m_vPosition   = SourceVector.Empty;
     m_orientation = SourceQuaternion.Identity;
 }
 public void InitFromQuaternion(SourceQuaternion orientation, SourceVector vPosition)
 {
     m_orientation = orientation;
     m_vPosition   = vPosition;
 }
 public void InitFromMatrix(SourceMatrix3x4 transform)
 {
     m_orientation = MathUtils.MatrixQuaternion(transform);
     m_vPosition   = transform.GetOrigin();
 }
 public SourceCTransform(SourceVector v, SourceQuaternion q)
 {
     m_vPosition   = v;
     m_orientation = q;
 }
 public static void QuaternionVectorsForward(SourceQuaternion q, ref SourceVector pForward)
 {
     pForward = q.GetForward();
 }
        public SourceDegreeEuler(SourceQuaternion q)
        {
            SourceRadianEuler radians = new SourceRadianEuler(q);

            Init(MathUtils.RAD2DEG(radians.x), MathUtils.RAD2DEG(radians.y), MathUtils.RAD2DEG(radians.z));
        }