Example #1
0
        public Vector3F GetNormal()
        {
            Vector3F v = GetRawNormal(this);

            v.Scale(GetFixFactor());
            return(v);
        }
Example #2
0
        private static Quat SimpleAverage(Quat[] ndata)
        {
            Vector3F mean = new Vector3F(0, 0, 1);
            // using the directed normal ensures that the mean is
            // continually added to and never subtracted from
            Vector3F v = ndata[0].GetNormal();

            mean.Add(v);
            for (int i = ndata.Length; --i >= 0;)
            {
                mean.Add(ndata[i].GetNormalDirected(mean));
            }
            mean.Subtract(v);
            mean.Normalize();
            float f = 0;

            // the 3D projection of the quaternion is [sin(theta/2)]*n
            // so dotted with the normalized mean gets us an approximate average for sin(theta/2)
            for (int i = ndata.Length; --i >= 0;)
            {
                f += Math.Abs(ndata[i].Get3DProjection(v).Dot(mean));
            }
            if (f != 0)
            {
                mean.Scale(f / ndata.Length);
            }
            // now convert f to the corresponding cosine instead of sine
            f = (float)Math.Sqrt(1 - mean.NormSquared());
            if (float.IsNaN(f))
            {
                f = 0;
            }
            return(new Quat(new Vector4F(mean.x, mean.y, mean.z, f)));
        }
Example #3
0
        public Vector3F GetNormalDirected(Vector3F v0)
        {
            Vector3F v = GetNormal();

            if (v.x * v0.x + v.y * v0.y + v.z * v0.z < 0)
            {
                v.Scale(-1);
            }
            return(v);
        }
Example #4
0
        public float GetThetaDirected(Vector3F vector)
        {
            float    theta = GetTheta();
            Vector3F v     = GetNormal();

            if (vector.x * q1 + vector.y * q2 + vector.z * q3 < 0)
            {
                v.Scale(-1);
                theta = -theta;
            }
            return(theta);
        }
Example #5
0
        public AxisVector3F ToAxisAngle()
        {
            double   theta     = 2 * Math.Acos(Math.Abs(q0));
            double   sinTheta2 = Math.Sin(theta / 2);
            Vector3F v         = GetNormal();

            if (sinTheta2 < 0)
            {
                v.Scale(-1);
                theta = Math.PI - theta;
            }
            return(new AxisVector3F(v, (float)theta));
        }
Example #6
0
        public Vector4F GetThetaDirected(Vector4F axisAngle)
        {
            float    theta = GetTheta();
            Vector3F v     = GetNormal();

            if (axisAngle.X * q1 + axisAngle.Y * q2 + axisAngle.Z * q3 < 0)
            {
                v.Scale(-1);
                theta = -theta;
            }
            axisAngle.Set(v.x, v.y, v.z, theta);
            return(axisAngle);
        }
Example #7
0
        private static Quat NewMean(Quat[] data, Quat mean)
        {
            Vector3F sum = new Vector3F();

            for (int i = data.Length; --i >= 0;)
            {
                Quat     q  = data[i];
                Quat     dq = q.Divide(mean);
                Vector3F v  = dq.GetNormal();
                v.Scale(dq.GetTheta());
                sum.Add(v);
            }
            sum.Scale(1f / data.Length);
            Quat dqMean = new Quat(sum, sum.Norm());

            return(dqMean.Multiply(mean));
        }
Example #8
0
        public Vector3F GetVectorScaled(int i, float scale)
        {
            if (i == -1)
            {
                scale *= GetFixFactor();
                return(new Vector3F(q1 * scale, q2 * scale, q3 * scale));
            }
            if (mat == null)
            {
                SetMatrix();
            }
            Vector3F v = new Vector3F();

            mat.GetColumn(i, v);
            if (scale != 1f)
            {
                v.Scale(scale);
            }
            return(v);
        }