Beispiel #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="from"></param>
        /// <param name="to"></param>
        /// <returns></returns>
        public static Quaterniond CreateFromTo(Vector3d from, Vector3d to)
        {
            // impl refs
            // https://stackoverflow.com/questions/1171849/finding-quaternion-representing-the-rotation-from-one-vector-to-another
            // http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors

            if (!from.Unitize() || !to.Unitize())
            {
                return(Identity);
            }

            var ca = Vector3d.Dot(from, to);

            // parallel check
            if (SlurMath.ApproxEquals(Math.Abs(ca), 1.0))
            {
                //opposite check
                if (ca < 0.0)
                {
                    var perp = from.X < 1.0 ? from.CrossX : from.CrossY;
                    var t    = 1.0 / perp.Length;
                    return(new Quaterniond(perp.X * t, perp.Y * t, perp.Z * t, 0.0));
                }

                return(Identity);
            }

            // can assume axis is valid
            var axis = Vector3d.Cross(from, to);
            var q    = new Quaterniond(axis.X, axis.Y, axis.Z, ca + 1.0);

            q.Unitize();

            return(q);
        }
Beispiel #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="rotation"></param>
        public bool Set(Quaterniond rotation)
        {
            if (!rotation.Unitize())
            {
                return(false);
            }

            var c2 = rotation.W;
            var s2 = 1.0 - c2 * c2; // pythag's identity

            if (s2 > 0.0)
            {
                s2 = Math.Sqrt(s2);
                var s2Inv = 1.0 / s2;

                _axis.X = rotation.X * s2Inv;
                _axis.Y = rotation.Y * s2Inv;
                _axis.Z = rotation.Z * s2Inv;
                _angle  = 2.0 * Math.Acos(c2);

                // double-angle identities
                _cosAngle = 2.0 * c2 * c2 - 1.0;
                _sinAngle = 2.0 * c2 * s2;
                return(true);
            }

            return(false);
        }