Ejemplo n.º 1
0
        /// <summary>
        /// Determines whether this instance can be considered equal to another.
        /// </summary>
        /// <param name="p">       Another object. </param>
        /// <param name="epsilon"> Precision of comparison. </param>
        /// <returns> True, if this instance can be considered equal to another. </returns>
        public bool IsEquivalent(QuaternionTranslation p, float epsilon = 0.05f)
        {
            var  q0 = p.Q;
            var  q1 = -p.Q;
            bool t0 = (Math.Abs(this.Q.V.X - q0.V.X) <= epsilon) && (Math.Abs(this.Q.V.Y - q0.V.Y) <= epsilon) && (Math.Abs(this.Q.V.Z - q0.V.Z) <= epsilon) && (Math.Abs(this.Q.W - q0.W) <= epsilon);
            bool t1 = (Math.Abs(this.Q.V.X - q1.V.X) <= epsilon) && (Math.Abs(this.Q.V.Y - q1.V.Y) <= epsilon) && (Math.Abs(this.Q.V.Z - q1.V.Z) <= epsilon) && (Math.Abs(this.Q.W - q1.W) <= epsilon);

            return((t0 | t1) && (Math.Abs(this.T.X - p.T.X) <= epsilon) && (Math.Abs(this.T.Y - p.T.Y) <= epsilon) && (Math.Abs(this.T.Z - p.T.Z) <= epsilon));
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Calculates normalized linear interpolation.
        /// </summary>
        /// <param name="start">  Starting point. </param>
        /// <param name="end">    Ending point. </param>
        /// <param name="amount"> Amount of interpolation. </param>
        public void NormalizedLinearInterpolation(QuaternionTranslation start, QuaternionTranslation end, float amount)
        {
            var d = end.Q;

            if ((start.Q | d) < 0)
            {
                d = -d;
            }

            var vDiff = d.V - start.Q.V;

            this.Q.V = start.Q.V + (vDiff * amount);
            this.Q.W = start.Q.W + ((d.W - start.Q.W) * amount);

            this.Q.Normalize();

            vDiff  = end.T - start.T;
            this.T = start.T + (vDiff * amount);
        }
Ejemplo n.º 3
0
        public void SetFromVectors(Vector3 vx, Vector3 vy, Vector3 vz, Vector3 pos)
        {
            var m34 = new Matrix34
            {
                M00 = vx.X,
                M01 = vy.X,
                M02 = vz.X,
                M03 = pos.X,
                M10 = vx.Y,
                M11 = vy.Y,
                M12 = vz.Y,
                M13 = pos.Y,
                M20 = vx.Z,
                M21 = vy.Z,
                M22 = vz.Z,
                M23 = pos.Z
            };

            this = new QuaternionTranslation(m34);
        }
Ejemplo n.º 4
0
 public void SetFromVectors(Vector3 vx, Vector3 vy, Vector3 vz, Vector3 pos)
 {
     var m34 = new Matrix34
     {
         M00 = vx.X,
         M01 = vy.X,
         M02 = vz.X,
         M03 = pos.X,
         M10 = vx.Y,
         M11 = vy.Y,
         M12 = vz.Y,
         M13 = pos.Y,
         M20 = vx.Z,
         M21 = vy.Z,
         M22 = vz.Z,
         M23 = pos.Z
     };
     this = new QuaternionTranslation(m34);
 }
Ejemplo n.º 5
0
        /// <summary>
        /// Calculates normalized linear interpolation.
        /// </summary>
        /// <param name="start">  Starting point. </param>
        /// <param name="end">    Ending point. </param>
        /// <param name="amount"> Amount of interpolation. </param>
        public void NormalizedLinearInterpolation(QuaternionTranslation start, QuaternionTranslation end, float amount)
        {
            var d = end.Q;
            if ((start.Q | d) < 0) { d = -d; }

            var vDiff = d.V - start.Q.V;

            this.Q.V = start.Q.V + (vDiff * amount);
            this.Q.W = start.Q.W + ((d.W - start.Q.W) * amount);

            this.Q.Normalize();

            vDiff = end.T - start.T;
            this.T = start.T + (vDiff * amount);
        }
Ejemplo n.º 6
0
 /// <summary>
 /// Determines whether this instance can be considered equal to another.
 /// </summary>
 /// <param name="p">       Another object. </param>
 /// <param name="epsilon"> Precision of comparison. </param>
 /// <returns> True, if this instance can be considered equal to another. </returns>
 public bool IsEquivalent(QuaternionTranslation p, float epsilon = 0.05f)
 {
     var q0 = p.Q;
     var q1 = -p.Q;
     bool t0 = (Math.Abs(this.Q.V.X - q0.V.X) <= epsilon) && (Math.Abs(this.Q.V.Y - q0.V.Y) <= epsilon) && (Math.Abs(this.Q.V.Z - q0.V.Z) <= epsilon) && (Math.Abs(this.Q.W - q0.W) <= epsilon);
     bool t1 = (Math.Abs(this.Q.V.X - q1.V.X) <= epsilon) && (Math.Abs(this.Q.V.Y - q1.V.Y) <= epsilon) && (Math.Abs(this.Q.V.Z - q1.V.Z) <= epsilon) && (Math.Abs(this.Q.W - q1.W) <= epsilon);
     return ((t0 | t1) && (Math.Abs(this.T.X - p.T.X) <= epsilon) && (Math.Abs(this.T.Y - p.T.Y) <= epsilon) && (Math.Abs(this.T.Z - p.T.Z) <= epsilon));
 }