FromAngleAxis() public static method

Creates a Quaternion from a supplied angle and axis.
public static FromAngleAxis ( Real angle, Vector3 axis ) : Quaternion
angle Real Value of an angle in radians.
axis Vector3 Arbitrary axis vector.
return Quaternion
Ejemplo n.º 1
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        /// <summary>
        /// Combines the euler angles in the order yaw, pitch, roll to create a rotation quaternion
        /// </summary>
        /// <param name="pitch"></param>
        /// <param name="yaw"></param>
        /// <param name="roll"></param>
        /// <returns></returns>
        public static Quaternion FromEulerAngles(Real pitch, Real yaw, Real roll)
        {
            return(Quaternion.FromAngleAxis(yaw, Vector3.UnitY)
                   * Quaternion.FromAngleAxis(pitch, Vector3.UnitX)
                   * Quaternion.FromAngleAxis(roll, Vector3.UnitZ));

            /*TODO: Debug
             * //Equation from http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm
             * //heading
             *
             * Real c1 = (Real)Math.Cos(yaw/2);
             * Real s1 = (Real)Math.Sin(yaw/2);
             * //attitude
             * Real c2 = (Real)Math.Cos(roll/2);
             * Real s2 = (Real)Math.Sin(roll/2);
             * //bank
             * Real c3 = (Real)Math.Cos(pitch/2);
             * Real s3 = (Real)Math.Sin(pitch/2);
             * Real c1c2 = c1*c2;
             * Real s1s2 = s1*s2;
             *
             * Real w =c1c2*c3 - s1s2*s3;
             * Real x =c1c2*s3 + s1s2*c3;
             * Real y =s1*c2*c3 + c1*s2*s3;
             * Real z =c1*s2*c3 - s1*c2*s3;
             * return new Quaternion(w,x,y,z);*/
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Gets the shortest arc quaternion to rotate this vector to the destination vector.
        /// </summary>
        /// <param name="destination"></param>
        /// <param name="fallbackAxis"></param>
        /// <returns></returns>
        /// <remarks>
        ///		Don't call this if you think the dest vector can be close to the inverse
        ///		of this vector, since then ANY axis of rotation is ok.
        ///	</remarks>
        public Quaternion GetRotationTo(Vector3 destination, Vector3 fallbackAxis)
        {
            // Based on Stan Melax's article in Game Programming Gems
            Quaternion q;

            // Copy, since cannot modify local
            var v0 = new Vector3(this.x, this.y, this.z);
            var v1 = destination;

            // normalize both vectors
            v0.Normalize();
            v1.Normalize();

            // get the cross product of the vectors
            var c = v0.Cross(v1);

            var d = v0.Dot(v1);

            // If dot == 1, vectors are the same
            if (d >= 1.0f)
            {
                return(Quaternion.Identity);
            }

            if (d < (1e-6f - 1.0f))
            {
                if (fallbackAxis != Vector3.Zero)
                {
                    // rotate 180 degrees about the fallback axis
                    q = Quaternion.FromAngleAxis(Utility.PI, fallbackAxis);
                }
                else
                {
                    // Generate an axis
                    var axis = Vector3.UnitX.Cross(this);
                    if (axis.IsZeroLength)                       // pick another if colinear
                    {
                        axis = Vector3.UnitY.Cross(this);
                    }
                    axis.Normalize();
                    q = Quaternion.FromAngleAxis(Utility.PI, axis);
                }
            }
            else
            {
                var s       = Utility.Sqrt((1 + d) * 2);
                var inverse = 1 / s;

                q.x = c.x * inverse;
                q.y = c.y * inverse;
                q.z = c.z * inverse;
                q.w = s * 0.5f;
            }
            return(q);
        }
Ejemplo n.º 3
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        /// <summary>
        ///
        /// </summary>
        /// <param name="angle"></param>
        /// <param name="up"></param>
        /// <returns></returns>
        public Vector3 RandomDeviant(Real angle, Vector3 up)
        {
            var newUp = (up == Vector3.Zero) ? Perpendicular() : up;

            // rotate up vector by random amount around this
            var q = Quaternion.FromAngleAxis(Utility.UnitRandom() * Utility.TWO_PI, this);

            newUp = q * newUp;

            // finally, rotate this by given angle around randomized up vector
            q = Quaternion.FromAngleAxis(angle, newUp);

            return(q * this);
        }