Ejemplo n.º 1
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        /// <summary>
        /// Multiply two quaternions.
        /// </summary>
        /// <param name="quaternion1">The first quaternion.</param>
        /// <param name="quaternion2">The second quaternion.</param>
        /// <returns>The product of both quaternions.</returns>
        #region public static JQuaternion Multiply(JQuaternion quaternion1, JQuaternion quaternion2)
        public static FPQuaternion Multiply(FPQuaternion quaternion1, FPQuaternion quaternion2)
        {
            FPQuaternion result;

            FPQuaternion.Multiply(ref quaternion1, ref quaternion2, out result);
            return(result);
        }
Ejemplo n.º 2
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 /// <summary>
 /// Quaternions are subtracted.
 /// </summary>
 /// <param name="quaternion1">The first quaternion.</param>
 /// <param name="quaternion2">The second quaternion.</param>
 /// <param name="result">The difference of both quaternions.</param>
 public static void Subtract(ref FPQuaternion quaternion1, ref FPQuaternion quaternion2, out FPQuaternion result)
 {
     result.x = quaternion1.x - quaternion2.x;
     result.y = quaternion1.y - quaternion2.y;
     result.z = quaternion1.z - quaternion2.z;
     result.w = quaternion1.w - quaternion2.w;
 }
Ejemplo n.º 3
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        /// <summary>
        /// Scale a quaternion
        /// </summary>
        /// <param name="quaternion1">The quaternion to scale.</param>
        /// <param name="scaleFactor">Scale factor.</param>
        /// <returns>The scaled quaternion.</returns>
        #region public static JQuaternion Multiply(JQuaternion quaternion1, FP scaleFactor)
        public static FPQuaternion Multiply(FPQuaternion quaternion1, Fix64 scaleFactor)
        {
            FPQuaternion result;

            FPQuaternion.Multiply(ref quaternion1, scaleFactor, out result);
            return(result);
        }
Ejemplo n.º 4
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        /// <summary>
        /// Creates a quaternion from a matrix.
        /// </summary>
        /// <param name="matrix">A matrix representing an orientation.</param>
        /// <returns>JQuaternion representing an orientation.</returns>
        #region public static JQuaternion CreateFromMatrix(JMatrix matrix)
        public static FPQuaternion CreateFromMatrix(FPMatrix matrix)
        {
            FPQuaternion result;

            FPQuaternion.CreateFromMatrix(ref matrix, out result);
            return(result);
        }
Ejemplo n.º 5
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 /// <summary>
 /// Scale a quaternion
 /// </summary>
 /// <param name="quaternion1">The quaternion to scale.</param>
 /// <param name="scaleFactor">Scale factor.</param>
 /// <param name="result">The scaled quaternion.</param>
 public static void Multiply(ref FPQuaternion quaternion1, Fix64 scaleFactor, out FPQuaternion result)
 {
     result.x = quaternion1.x * scaleFactor;
     result.y = quaternion1.y * scaleFactor;
     result.z = quaternion1.z * scaleFactor;
     result.w = quaternion1.w * scaleFactor;
 }
Ejemplo n.º 6
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 /// <summary>
 /// Quaternions are added.
 /// </summary>
 /// <param name="quaternion1">The first quaternion.</param>
 /// <param name="quaternion2">The second quaternion.</param>
 /// <param name="result">The sum of both quaternions.</param>
 public static void Add(ref FPQuaternion quaternion1, ref FPQuaternion quaternion2, out FPQuaternion result)
 {
     result.x = quaternion1.x + quaternion2.x;
     result.y = quaternion1.y + quaternion2.y;
     result.z = quaternion1.z + quaternion2.z;
     result.w = quaternion1.w + quaternion2.w;
 }
Ejemplo n.º 7
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        /// <summary>
        /// Multiply two quaternions.
        /// </summary>
        /// <param name="value1">The first quaternion.</param>
        /// <param name="value2">The second quaternion.</param>
        /// <returns>The product of both quaternions.</returns>
        #region public static FP operator *(JQuaternion value1, JQuaternion value2)
        public static FPQuaternion operator *(FPQuaternion value1, FPQuaternion value2)
        {
            FPQuaternion result;

            FPQuaternion.Multiply(ref value1, ref value2, out result);
            return(result);
        }
Ejemplo n.º 8
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        /// <summary>
        /// Add two quaternions.
        /// </summary>
        /// <param name="value1">The first quaternion.</param>
        /// <param name="value2">The second quaternion.</param>
        /// <returns>The sum of both quaternions.</returns>
        #region public static FP operator +(JQuaternion value1, JQuaternion value2)
        public static FPQuaternion operator +(FPQuaternion value1, FPQuaternion value2)
        {
            FPQuaternion result;

            FPQuaternion.Add(ref value1, ref value2, out result);
            return(result);
        }
Ejemplo n.º 9
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        /// <summary>
        /// Quaternions are added.
        /// </summary>
        /// <param name="quaternion1">The first quaternion.</param>
        /// <param name="quaternion2">The second quaternion.</param>
        /// <returns>The sum of both quaternions.</returns>
        #region public static JQuaternion Add(JQuaternion quaternion1, JQuaternion quaternion2)
        public static FPQuaternion Add(FPQuaternion quaternion1, FPQuaternion quaternion2)
        {
            FPQuaternion result;

            FPQuaternion.Add(ref quaternion1, ref quaternion2, out result);
            return(result);
        }
Ejemplo n.º 10
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        /// <summary>
        /// Subtract two quaternions.
        /// </summary>
        /// <param name="value1">The first quaternion.</param>
        /// <param name="value2">The second quaternion.</param>
        /// <returns>The difference of both quaternions.</returns>
        #region public static FP operator -(JQuaternion value1, JQuaternion value2)
        public static FPQuaternion operator -(FPQuaternion value1, FPQuaternion value2)
        {
            FPQuaternion result;

            FPQuaternion.Subtract(ref value1, ref value2, out result);
            return(result);
        }
Ejemplo n.º 11
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        /// <summary>
        /// Quaternions are subtracted.
        /// </summary>
        /// <param name="quaternion1">The first quaternion.</param>
        /// <param name="quaternion2">The second quaternion.</param>
        /// <returns>The difference of both quaternions.</returns>
        #region public static JQuaternion Subtract(JQuaternion quaternion1, JQuaternion quaternion2)
        public static FPQuaternion Subtract(FPQuaternion quaternion1, FPQuaternion quaternion2)
        {
            FPQuaternion result;

            FPQuaternion.Subtract(ref quaternion1, ref quaternion2, out result);
            return(result);
        }
Ejemplo n.º 12
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        public static FPQuaternion LerpUnclamped(FPQuaternion a, FPQuaternion b, Fix64 t)
        {
            FPQuaternion result = FPQuaternion.Multiply(a, (1 - t)) + FPQuaternion.Multiply(b, t);

            result.Normalize();

            return(result);
        }
Ejemplo n.º 13
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        public static FPQuaternion FromToRotation(FPVector fromVector, FPVector toVector)
        {
            FPVector     w = FPVector.Cross(fromVector, toVector);
            FPQuaternion q = new FPQuaternion(w.x, w.y, w.z, FPVector.Dot(fromVector, toVector));

            q.w += Fix64.Sqrt(fromVector.sqrMagnitude * toVector.sqrMagnitude);
            q.Normalize();

            return(q);
        }
Ejemplo n.º 14
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        public static FPQuaternion Conjugate(FPQuaternion value)
        {
            FPQuaternion quaternion;

            quaternion.x = -value.x;
            quaternion.y = -value.y;
            quaternion.z = -value.z;
            quaternion.w = value.w;
            return(quaternion);
        }
Ejemplo n.º 15
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        public static FPQuaternion Euler(Fix64 x, Fix64 y, Fix64 z)
        {
            x *= Fix64.Deg2Rad;
            y *= Fix64.Deg2Rad;
            z *= Fix64.Deg2Rad;

            FPQuaternion rotation;

            FPQuaternion.CreateFromYawPitchRoll(y, x, z, out rotation);

            return(rotation);
        }
Ejemplo n.º 16
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        public static Fix64 Angle(FPQuaternion a, FPQuaternion b)
        {
            FPQuaternion aInv = FPQuaternion.Inverse(a);
            FPQuaternion f    = b * aInv;

            Fix64 angle = Fix64.Acos(f.w) * 2 * Fix64.Rad2Deg;

            if (angle > 180)
            {
                angle = 360 - angle;
            }

            return(angle);
        }
Ejemplo n.º 17
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        public static FPQuaternion Slerp(FPQuaternion from, FPQuaternion to, Fix64 t)
        {
            t = FPMath.Clamp(t, 0, 1);

            Fix64 dot = Dot(from, to);

            if (dot < 0.0f)
            {
                to  = Multiply(to, -1);
                dot = -dot;
            }

            Fix64 halfTheta = Fix64.Acos(dot);

            return(Multiply(Multiply(from, Fix64.Sin((1 - t) * halfTheta)) + Multiply(to, Fix64.Sin(t * halfTheta)), 1 / Fix64.Sin(halfTheta)));
        }
Ejemplo n.º 18
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        public void Rotate(FPVector axis, Fix64 angle, Space relativeTo)
        {
            FPQuaternion result = FPQuaternion.identity;

            if (relativeTo == Space.Self)
            {
                result = this.rotation * FPQuaternion.AngleAxis(angle, axis);
            }
            else
            {
                result = FPQuaternion.AngleAxis(angle, axis) * this.rotation;
            }

            result.Normalize();
            this.rotation = result;
        }
Ejemplo n.º 19
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        public void Rotate(FPVector eulerAngles, Space relativeTo)
        {
            FPQuaternion result = FPQuaternion.identity;

            if (relativeTo == Space.Self)
            {
                result = this.rotation * FPQuaternion.Euler(eulerAngles);
            }
            else
            {
                result = FPQuaternion.Euler(eulerAngles) * this.rotation;
            }

            result.Normalize();
            this.rotation = result;
        }
Ejemplo n.º 20
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        /// <summary>
        /// Multiply two quaternions.
        /// </summary>
        /// <param name="quaternion1">The first quaternion.</param>
        /// <param name="quaternion2">The second quaternion.</param>
        /// <param name="result">The product of both quaternions.</param>
        public static void Multiply(ref FPQuaternion quaternion1, ref FPQuaternion quaternion2, out FPQuaternion result)
        {
            Fix64 x     = quaternion1.x;
            Fix64 y     = quaternion1.y;
            Fix64 z     = quaternion1.z;
            Fix64 w     = quaternion1.w;
            Fix64 num4  = quaternion2.x;
            Fix64 num3  = quaternion2.y;
            Fix64 num2  = quaternion2.z;
            Fix64 num   = quaternion2.w;
            Fix64 num12 = (y * num2) - (z * num3);
            Fix64 num11 = (z * num4) - (x * num2);
            Fix64 num10 = (x * num3) - (y * num4);
            Fix64 num9  = ((x * num4) + (y * num3)) + (z * num2);

            result.x = ((x * num) + (num4 * w)) + num12;
            result.y = ((y * num) + (num3 * w)) + num11;
            result.z = ((z * num) + (num2 * w)) + num10;
            result.w = (w * num) - num9;
        }
Ejemplo n.º 21
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        /// <summary>
        /// Creates a quaternion from a matrix.
        /// </summary>
        /// <param name="matrix">A matrix representing an orientation.</param>
        /// <param name="result">JQuaternion representing an orientation.</param>
        public static void CreateFromMatrix(ref FPMatrix matrix, out FPQuaternion result)
        {
            Fix64 num8 = (matrix.M11 + matrix.M22) + matrix.M33;

            if (num8 > Fix64.Zero)
            {
                Fix64 num = Fix64.Sqrt((num8 + Fix64.One));
                result.w = num * Fix64.Half;
                num      = Fix64.Half / num;
                result.x = (matrix.M23 - matrix.M32) * num;
                result.y = (matrix.M31 - matrix.M13) * num;
                result.z = (matrix.M12 - matrix.M21) * num;
            }
            else if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
            {
                Fix64 num7 = Fix64.Sqrt((((Fix64.One + matrix.M11) - matrix.M22) - matrix.M33));
                Fix64 num4 = Fix64.Half / num7;
                result.x = Fix64.Half * num7;
                result.y = (matrix.M12 + matrix.M21) * num4;
                result.z = (matrix.M13 + matrix.M31) * num4;
                result.w = (matrix.M23 - matrix.M32) * num4;
            }
            else if (matrix.M22 > matrix.M33)
            {
                Fix64 num6 = Fix64.Sqrt((((Fix64.One + matrix.M22) - matrix.M11) - matrix.M33));
                Fix64 num3 = Fix64.Half / num6;
                result.x = (matrix.M21 + matrix.M12) * num3;
                result.y = Fix64.Half * num6;
                result.z = (matrix.M32 + matrix.M23) * num3;
                result.w = (matrix.M31 - matrix.M13) * num3;
            }
            else
            {
                Fix64 num5 = Fix64.Sqrt((((Fix64.One + matrix.M33) - matrix.M11) - matrix.M22));
                Fix64 num2 = Fix64.Half / num5;
                result.x = (matrix.M31 + matrix.M13) * num2;
                result.y = (matrix.M32 + matrix.M23) * num2;
                result.z = Fix64.Half * num5;
                result.w = (matrix.M12 - matrix.M21) * num2;
            }
        }
Ejemplo n.º 22
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        public static FPQuaternion RotateTowards(FPQuaternion from, FPQuaternion to, Fix64 maxDegreesDelta)
        {
            Fix64 dot = Dot(from, to);

            if (dot < 0.0f)
            {
                to  = Multiply(to, -1);
                dot = -dot;
            }

            Fix64 halfTheta = Fix64.Acos(dot);
            Fix64 theta     = halfTheta * 2;

            maxDegreesDelta *= Fix64.Deg2Rad;

            if (maxDegreesDelta >= theta)
            {
                return(to);
            }

            maxDegreesDelta /= theta;

            return(Multiply(Multiply(from, Fix64.Sin((1 - maxDegreesDelta) * halfTheta)) + Multiply(to, Fix64.Sin(maxDegreesDelta * halfTheta)), 1 / Fix64.Sin(halfTheta)));
        }
Ejemplo n.º 23
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        public void SetFromToRotation(FPVector fromDirection, FPVector toDirection)
        {
            FPQuaternion targetRotation = FPQuaternion.FromToRotation(fromDirection, toDirection);

            this.Set(targetRotation.x, targetRotation.y, targetRotation.z, targetRotation.w);
        }
Ejemplo n.º 24
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 public void LookAt(FPVector target)
 {
     this.rotation = FPQuaternion.CreateFromMatrix(FPMatrix.CreateFromLookAt(position, target));
 }
Ejemplo n.º 25
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        public static void CreateFromYawPitchRoll(Fix64 yaw, Fix64 pitch, Fix64 roll, out FPQuaternion result)
        {
            Fix64 num9 = roll * Fix64.Half;
            Fix64 num6 = Fix64.Sin(num9);
            Fix64 num5 = Fix64.Cos(num9);
            Fix64 num8 = pitch * Fix64.Half;
            Fix64 num4 = Fix64.Sin(num8);
            Fix64 num3 = Fix64.Cos(num8);
            Fix64 num7 = yaw * Fix64.Half;
            Fix64 num2 = Fix64.Sin(num7);
            Fix64 num  = Fix64.Cos(num7);

            result.x = ((num * num4) * num5) + ((num2 * num3) * num6);
            result.y = ((num2 * num3) * num5) - ((num * num4) * num6);
            result.z = ((num * num3) * num6) - ((num2 * num4) * num5);
            result.w = ((num * num3) * num5) + ((num2 * num4) * num6);
        }
Ejemplo n.º 26
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 static FPQuaternion()
 {
     identity = new FPQuaternion(0, 0, 0, 1);
 }
Ejemplo n.º 27
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 public static Fix64 Dot(FPQuaternion a, FPQuaternion b)
 {
     return(a.w * b.w + a.x * b.x + a.y * b.y + a.z * b.z);
 }
Ejemplo n.º 28
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        public static FPQuaternion Inverse(FPQuaternion rotation)
        {
            Fix64 invNorm = Fix64.One / ((rotation.x * rotation.x) + (rotation.y * rotation.y) + (rotation.z * rotation.z) + (rotation.w * rotation.w));

            return(FPQuaternion.Multiply(FPQuaternion.Conjugate(rotation), invNorm));
        }
Ejemplo n.º 29
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        public static FPQuaternion Lerp(FPQuaternion a, FPQuaternion b, Fix64 t)
        {
            t = FPMath.Clamp(t, Fix64.Zero, Fix64.One);

            return(LerpUnclamped(a, b, t));
        }