Beispiel #1
0
        /**
         * @note Exp should really only be used after Log.
         * Assumes a quaternion with W=0 and V=theta*v (where |v| = 1).
         * Exp(q) = (sin(theta)*v, cos(theta))
         */
        public FQuat Exp()
        {
            float Angle    = (float)FMath.Sqrt(X * X + Y * Y + Z * Z);
            float SinAngle = (float)FMath.Sin(Angle);

            FQuat Result = new FQuat();

            Result.W = (float)FMath.Cos(Angle);

            if (FMath.Abs(SinAngle) >= Const.SMALL_NUMBER)
            {
                float Scale = SinAngle / Angle;
                Result.X = Scale * X;
                Result.Y = Scale * Y;
                Result.Z = Scale * Z;
            }
            else
            {
                Result.X = X;
                Result.Y = Y;
                Result.Z = Z;
            }

            return(Result);
        }
Beispiel #2
0
        /**
         * @return quaternion with W=0 and V=theta*v.
         */
        public FQuat Log()
        {
            FQuat Result = new UnrealEngine.FQuat();

            Result.W = 0.0f;

            if (FMath.Abs(W) < 1.0f)
            {
                float Angle    = (float)FMath.Acos(W);
                float SinAngle = (float)FMath.Sin(Angle);

                if (FMath.Abs(SinAngle) >= Const.SMALL_NUMBER)
                {
                    float Scale = Angle / SinAngle;
                    Result.X = Scale * X;
                    Result.Y = Scale * Y;
                    Result.Z = Scale * Z;

                    return(Result);
                }
            }

            Result.X = X;
            Result.Y = Y;
            Result.Z = Z;

            return(Result);
        }