Example #1
0
 static UnusedMarker()
 {
     UnusedMarker.Float = new Bytes4(0xFFBFFFFF).SingleFloat;
     UnusedMarker.Integer = 1 << 31;
     UnusedMarker.UnsignedInteger = 1u << 31;
     UnusedMarker.Vector3 = new Vector3(UnusedMarker.Float);
     UnusedMarker.Quaternion = new Quaternion(UnusedMarker.Float, 0, 0, 0);
     UnusedMarker.IntPtr = new IntPtr(-1);
 }
Example #2
0
 /// <summary>
 /// Creates new quaternion that represents rotation around Z-axis.
 /// </summary>
 /// <param name="r"> Angle of rotation in radians. </param>
 /// <returns> Quaternion that represents rotation around Z-axis. </returns>
 public static Quaternion CreateRotationAroundZ(float r)
 {
     var q = new Quaternion();
     q.SetRotationAroundZ(r);
     return q;
 }
Example #3
0
 /// <summary>
 /// Creates new quaternion that represents rotation defined by Euler angles.
 /// </summary>
 /// <param name="angle"> Euler angles of rotation in radians. </param>
 /// <returns> Quaternion that represents rotation defined by Euler angles. </returns>
 public static Quaternion CreateRotationAroundXYZAxes(Vector3 angle)
 {
     var q = new Quaternion();
     q.SetRotationAroundXYZAxes(angle);
     return q;
 }
Example #4
0
 /// <summary>
 /// Creates new quaternion that represents rotation by specified angle around given axis.
 /// </summary>
 /// <param name="cosha"> Cosine of angle of rotation. </param>
 /// <param name="sinha"> Sine of angle of rotation. </param>
 /// <param name="axis">  <see cref="Vector3" /> that represents an axis of rotation. </param>
 /// <returns> Quaternion that represents rotation by specified angle around given axis. </returns>
 public static Quaternion CreateRotationAngleAxis(float cosha, float sinha, Vector3 axis)
 {
     var q = new Quaternion();
     q.SetRotationAngleAxis(cosha, sinha, axis);
     return q;
 }
 /// <summary>
 /// Inverts rotation and translation this object represents.
 /// </summary>
 public void Invert()
 {
     this.T = -this.T * this.Q;
     this.Q = !this.Q;
 }
Example #6
0
 internal static extern ActorInitializationParams CreateActor(int channelId, string name, string className, Vector3 pos, Quaternion rot, Vector3 scale);
Example #7
0
        /// <summary>
        /// Sets this quaternion to result of normalized linear interpolation.
        /// </summary>
        /// <param name="start">Starting quaternion in interpolation.</param>
        /// <param name="end">Ending quaternion in interpolation.</param>
        /// <param name="amount">
        /// Number between 0 and 1 that sets position of resulting quaternion between <paramref
        /// name="start" /> and <paramref name="end" />.
        /// </param>
        public void NormalizedLinearInterpolation(Quaternion start, Quaternion end, float amount)
        {
            var q = end;
            if ((start | q) < 0) { q = -q; }

            var vDiff = q.V - start.V;

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

            this.Normalize();
        }
Example #8
0
 public void ExpSlerp(Quaternion start, Quaternion end, float amount)
 {
     var q = end;
     if ((start | q) < 0) { q = -q; }
     this = start * MathHelpers.Exp(MathHelpers.Log(!start * q) * amount);
 }
Example #9
0
 private static extern void ValueQuat(IntPtr handle, string name, ref Quaternion obj, string policy);
Example #10
0
 /// <summary>
 /// Indicates whether given value will be ignored by CryEngine.
 /// </summary>
 /// <param name="var">Value to check.</param>
 /// <returns>True, if value will be ignored.</returns>
 public static bool IsUnused(Quaternion var)
 {
     return IsUnused(var.W);
 }
Example #11
0
 public void Value(string name, ref Quaternion obj, string policy = null)
 {
     ValueQuat(this.Handle, name, ref obj, policy);
 }
 /// <summary>
 /// Creates new instance of type <see cref="QuaternionTranslation" />.
 /// </summary>
 /// <param name="m"> <see cref="Matrix34" /> that represents both translation and orientation. </param>
 public QuaternionTranslation(Matrix34 m)
 {
     this.Q = new Quaternion(m);
     this.T = m.Translation;
 }
 /// <summary>
 /// Creates new instance of type <see cref="QuaternionTranslation" />.
 /// </summary>
 /// <param name="t"> <see cref="Vector3" /> that represents translation. </param>
 /// <param name="q"> <see cref="Quaternion" /> that represents orientation. </param>
 public QuaternionTranslation(Vector3 t, Quaternion q)
 {
     this.Q = q;
     this.T = t;
 }
Example #14
0
        /// <summary>
        /// Creates quaternion that represents rotation from first vector two the sector via
        /// shortest arc.
        /// </summary>
        /// <param name="one">          First vector. </param>
        /// <param name="two">          Second vector. </param>
        /// <param name="fallbackAxis">
        /// Axis to use to represent 180 degrees rotation when turns out, that two vectors are
        /// collinear about point in opposite directions.
        /// </param>
        /// <returns>
        /// Quaternion that represents rotation from first vector two the sector via shortest arc.
        /// </returns>
        public static Quaternion CreateRotationFrom2Vectors(Vector3 one, Vector3 two, Vector3 fallbackAxis = new Vector3())
        {
            Quaternion q = new Quaternion();

            q.SetRotationFrom2Vectors(one, two, fallbackAxis);

            return q;
        }
Example #15
0
        /// <summary>
        /// Sets this quaternion to result of spherical linear interpolation.
        /// </summary>
        /// <param name="start">Starting quaternion in interpolation.</param>
        /// <param name="end">Ending quaternion in interpolation.</param>
        /// <param name="amount">
        /// Number between 0 and 1 that sets position of resulting quaternion between <paramref
        /// name="start" /> and <paramref name="end" />.
        /// </param>
        public void SphericalLinearInterpolation(Quaternion start, Quaternion end, float amount)
        {
            var p = start;
            var q = end;
            var q2 = new Quaternion();

            var cosine = (p | q);
            if (cosine < 0.0f) { cosine = -cosine; q = -q; } // take shortest arc
            if (cosine > 0.9999f)
            {
                this.NormalizedLinearInterpolation(p, q, amount);
                return;
            }
            // from now on, a division by 0 is not possible any more
            q2.W = q.W - p.W * cosine;
            q2.V.X = q.V.X - p.V.X * cosine;
            q2.V.Y = q.V.Y - p.V.Y * cosine;
            q2.V.Z = q.V.Z - p.V.Z * cosine;
            var sine = Math.Sqrt(q2 | q2);
            double s, c;

            MathHelpers.SinCos(Math.Atan2(sine, cosine) * amount, out s, out c);
            this.W = (float)(p.W * c + q2.W * s / sine);
            this.V.X = (float)(p.V.X * c + q2.V.X * s / sine);
            this.V.Y = (float)(p.V.Y * c + q2.V.Y * s / sine);
            this.V.Z = (float)(p.V.Z * c + q2.V.Z * s / sine);
        }
Example #16
0
 /// <summary>
 /// Creates quaternion using spherical linear interpolation algorithm.
 /// </summary>
 /// <param name="start">Starting position for interpolation.</param>
 /// <param name="end">Ending position for interpolation.</param>
 /// <param name="amount">
 /// Value between 0 and 1 that defines "distance" between required quaternion and given two.
 /// </param>
 /// <returns>
 /// Quaternion that represents rotation between rotations defined by given two quaternions.
 /// </returns>
 public static Quaternion CreateSphericalLinearInterpolation(Quaternion start, Quaternion end, float amount)
 {
     var q = new Quaternion();
     q.SphericalLinearInterpolation(start, end, amount);
     return q;
 }
Example #17
0
 public static Quaternion CreateExpSlerp(Quaternion start, Quaternion end, float amount)
 {
     var q = new Quaternion();
     q.ExpSlerp(start, end, amount);
     return q;
 }
Example #18
0
 /// <summary>
 /// Determines whether this quaternion is sufficiently close to another one.
 /// </summary>
 /// <param name="q">Another quaternion.</param>
 /// <param name="epsilon">Precision of comparison.</param>
 /// <returns>
 /// True, if this quaternion represents rotation equivalent to one represented by another quaternion.
 /// </returns>
 public bool IsEquivalent(Quaternion q, float epsilon = 0.05f)
 {
     var p = -q;
     bool t0 = (Math.Abs(this.V.X - q.V.X) <= epsilon) && (Math.Abs(this.V.Y - q.V.Y) <= epsilon) && (Math.Abs(this.V.Z - q.V.Z) <= epsilon) && (Math.Abs(this.W - q.W) <= epsilon);
     bool t1 = (Math.Abs(this.V.X - p.V.X) <= epsilon) && (Math.Abs(this.V.Y - p.V.Y) <= epsilon) && (Math.Abs(this.V.Z - p.V.Z) <= epsilon) && (Math.Abs(this.W - p.W) <= epsilon);
     t0 |= t1;
     return t0;
 }
Example #19
0
 /// <summary>
 /// Creates quaternion using different normalized linear interpolation algorithm.
 /// </summary>
 /// <param name="start">Starting position for interpolation.</param>
 /// <param name="end">Ending position for interpolation.</param>
 /// <param name="amount">
 /// Value between 0 and 1 that defines "distance" between required quaternion and given two.
 /// </param>
 /// <returns>
 /// Quaternion that represents rotation between rotations defined by given two quaternions.
 /// </returns>
 public static Quaternion CreateNormalizedLinearInterpolation2(Quaternion start, Quaternion end, float amount)
 {
     var q = new Quaternion();
     q.NormalizedLinearInterpolation2(start, end, amount);
     return q;
 }
Example #20
0
 /// <summary>
 /// Sets this quaternion to result of normalized linear interpolation using a different algorithm.
 /// </summary>
 /// <param name="start">Starting quaternion in interpolation.</param>
 /// <param name="end">Ending quaternion in interpolation.</param>
 /// <param name="amount">
 /// Number between 0 and 1 that sets position of resulting quaternion between <paramref
 /// name="start" /> and <paramref name="end" />.
 /// </param>
 public void NormalizedLinearInterpolation2(Quaternion start, Quaternion end, float amount)
 {
     var q = end;
     var cosine = (start | q);
     if (cosine < 0) q = -q;
     var k = (1 - Math.Abs(cosine)) * 0.4669269f;
     var s = 2 * k * amount * amount * amount - 3 * k * amount * amount + (1 + k) * amount;
     this.V.X = start.V.X * (1.0f - s) + q.V.X * s;
     this.V.Y = start.V.Y * (1.0f - s) + q.V.Y * s;
     this.V.Z = start.V.Z * (1.0f - s) + q.V.Z * s;
     this.W = start.W * (1.0f - s) + q.W * s;
     this.Normalize();
 }
Example #21
0
 /// <summary>
 /// Creates new quaternion that represents rotation by specified angle around given axis.
 /// </summary>
 /// <param name="rad">  Angle in radians. </param>
 /// <param name="axis"> <see cref="Vector3" /> that represents an axis of rotation. </param>
 /// <returns> Quaternion that represents rotation by specified angle around given axis. </returns>
 public static Quaternion CreateRotationAngleAxis(float rad, Vector3 axis)
 {
     var q = new Quaternion();
     q.SetRotationAngleAxis(rad, axis);
     return q;
 }
Example #22
0
 public void Value(string name, ref Quaternion obj, string policy = null)
 {
     if (this.IsWriting)
         this.StartWrite(new ObjectReference(name, obj));
     else
         obj = (Quaternion)this.StartRead().Value;
 }
Example #23
0
 public static extern void SetWorldRotation(IntPtr ptr, Quaternion newAngles);