Example #1
0
        public void AxisAngle_IsZero()
        {
            AxisAngle aa;

            double x, y, z, angle;
            bool   zero;

            // Test all permutations of unitary components (including zero)
            for (x = -1; x <= 1; x++)
            {
                for (y = -1; y <= 1; y++)
                {
                    for (z = -1; z <= 1; z++)
                    {
                        for (angle = -1440; angle <= 1440; angle += 90)
                        {
                            Trace.WriteLine("");
                            Trace.WriteLine(x + " " + y + " " + z + " " + angle);

                            aa = new AxisAngle(x, y, z, angle);
                            Trace.WriteLine(aa);

                            zero = angle % 360 == 0 || (aa.X == 0 && aa.Y == 0 && aa.Z == 0);
                            Assert.AreEqual(zero, aa.IsZero());
                        }
                    }
                }
            }
        }
Example #2
0
        public void AxisAngle_ToQuaternion_ToAxisAngle_Simple()
        {
            AxisAngle  aa1, aa2;
            Quaternion q;

            double x, y, z, angle;

            // Test random quaternions
            for (var i = 0; i < 50; i++)
            {
                x     = Random(-100, 100);
                y     = Random(-100, 100);
                z     = Random(-100, 100);
                angle = Random(360);  // choose only positive angles, because quaternion coversion will always return a positive rotation in [0, 360]

                Trace.WriteLine("");
                Trace.WriteLine(x + " " + y + " " + z + " " + angle + " length: " + Geometry.Length(x, y, z));

                aa1 = new AxisAngle(x, y, z, angle);
                q   = aa1.ToQuaternion();    // this method will normalize the Quaternion, as neccesary for spatial rotation representation
                aa2 = q.ToAxisAngle();
                Trace.WriteLine(aa1);
                Trace.WriteLine(q);
                Trace.WriteLine(aa2);

                Assert.IsTrue(aa1.IsSimilar(aa2), "Boooo! :(");
            }


            // Test all permutations of unitary components quaternions (including zero)
            for (x = -1; x <= 1; x++)
            {
                for (y = -1; y <= 1; y++)
                {
                    for (z = -1; z <= 1; z++)
                    {
                        for (angle = 0; angle <= 360; angle += 45)
                        {
                            Trace.WriteLine("");
                            Trace.WriteLine(x + " " + y + " " + z + " " + angle + " length: " + Geometry.Length(x, y, z));

                            aa1 = new AxisAngle(x, y, z, angle);
                            q   = aa1.ToQuaternion();
                            aa2 = q.ToAxisAngle();
                            Trace.WriteLine(aa1);
                            Trace.WriteLine(q);
                            Trace.WriteLine(aa2);

                            // Deal with zero angles
                            if (aa1.IsZero())
                            {
                                Assert.IsTrue(aa1.IsZero());
                                Assert.IsTrue(q.IsIdentity());
                                Assert.IsTrue(aa2.IsZero());
                            }
                            else
                            {
                                Assert.IsTrue(aa1.IsSimilar(aa2), "Booooo! :(");
                            }
                        }
                    }
                }
            }
        }
Example #3
0
        public void AxisAngle_ToQuaternionConversion()
        {
            AxisAngle  aa;
            Quaternion q;

            Vector  v;
            SysVec  normV;
            SysQuat sq;

            double x, y, z, angle;
            bool   zero;

            // Test random quaternions
            for (var i = 0; i < 50; i++)
            {
                x     = Random(-100, 100);
                y     = Random(-100, 100);
                z     = Random(-100, 100);
                angle = Random(-720, 720);

                Trace.WriteLine("");
                Trace.WriteLine(x + " " + y + " " + z + " " + angle + " length: " + Geometry.Length(x, y, z));

                aa = new AxisAngle(x, y, z, angle);
                q  = aa.ToQuaternion();     // this method will normalize the Quaternion, as neccesary for spatial rotation representation
                Trace.WriteLine(aa);
                Trace.WriteLine(q);

                // TEST 1: compare to System.Numeric.Quaternion
                normV = new SysVec((float)x, (float)y, (float)z);
                normV = SysVec.Normalize(normV);
                sq    = SysQuat.CreateFromAxisAngle(normV, (float)(angle * Math.PI / 180.0)); // now this Quaternion SHOULD be normalized...
                Trace.WriteLine(sq + " length: " + sq.Length());

                Assert.AreEqual(q.W, sq.W, 0.000001, "Failed W");  // can't go very precise due to float imprecision in sys quat
                Assert.AreEqual(q.X, sq.X, 0.000001, "Failed X");
                Assert.AreEqual(q.Y, sq.Y, 0.000001, "Failed Y");
                Assert.AreEqual(q.Z, sq.Z, 0.000001, "Failed Z");
            }

            // Test all permutations of unitary components quaternions (including zero)
            for (x = -1; x <= 1; x++)
            {
                for (y = -1; y <= 1; y++)
                {
                    for (z = -1; z <= 1; z++)
                    {
                        for (angle = -720; angle <= 720; angle += 22.5)
                        {
                            Trace.WriteLine("");
                            Trace.WriteLine(x + " " + y + " " + z + " " + angle + " length: " + Geometry.Length(x, y, z));

                            // Normalize
                            v = new Vector(x, y, z);
                            v.Normalize();

                            aa = new AxisAngle(v, angle);
                            q  = aa.ToQuaternion();
                            Trace.WriteLine(aa);
                            Trace.WriteLine(q);

                            zero = aa.IsZero();

                            if (zero)
                            {
                                Assert.IsTrue(new Quaternion(1, 0, 0, 0).IsSimilar(q), "Failed zero quaternion");
                            }
                            else
                            {
                                // TEST 1: compare to System.Numeric.Quaternion
                                //sq = SysQuat.CreateFromAxisAngle(new Vector3((float)x, (float)y, (float)z), (float)(angle * Math.PI / 180.0));  // this Quaternion is not a versor (not unit)
                                normV = new SysVec((float)x, (float)y, (float)z);
                                normV = SysVec.Normalize(normV);
                                sq    = SysQuat.CreateFromAxisAngle(normV, (float)(angle * Math.PI / 180.0)); // now this Quaternion SHOULD be normalized...
                                Trace.WriteLine(sq + " length: " + sq.Length());

                                Assert.AreEqual(q.W, sq.W, 0.000001, "Failed W");  // can't go very precise due to float imprecision in sys quat
                                Assert.AreEqual(q.X, sq.X, 0.000001, "Failed X");
                                Assert.AreEqual(q.Y, sq.Y, 0.000001, "Failed Y");
                                Assert.AreEqual(q.Z, sq.Z, 0.000001, "Failed Z");
                            }
                        }
                    }
                }
            }
        }