Example #1
0
 public void CreateOrthonormalBasis(out Vector3 u, out Vector3 v, out Vector3 n)
 {
     n = this.Normal;
     if (Mathf.Abs(n.x) >= Mathf.Abs(n.y))
     {
         float num = Mathfex.InvSqrt(n.x * n.x + n.z * n.z);
         u.x = n.z * num;
         u.y = 0f;
         u.z = -n.x * num;
     }
     else
     {
         float num2 = Mathfex.InvSqrt(n.y * n.y + n.z * n.z);
         u.x = 0f;
         u.y = n.z * num2;
         u.z = -n.y * num2;
     }
     v = Vector3.Cross(n, u);
 }
Example #2
0
        public static void CreateOrthonormalBasis(out Vector3 u, out Vector3 v, ref Vector3 w)
        {
            if (Mathf.Abs(w.x) >= Mathf.Abs(w.y))
            {
                float num = Mathfex.InvSqrt(w.x * w.x + w.z * w.z);
                u.x = -w.z * num;
                u.y = 0f;
                u.z = w.x * num;
                v.x = w.y * u.z;
                v.y = w.z * u.x - w.x * u.z;
                v.z = -w.y * u.x;
                return;
            }
            float num2 = Mathfex.InvSqrt(w.y * w.y + w.z * w.z);

            u.x = 0f;
            u.y = w.z * num2;
            u.z = -w.y * num2;
            v.x = w.y * u.z - w.z * u.y;
            v.y = -w.x * u.z;
            v.z = w.x * u.y;
        }
        public void Include(ref Box3 box)
        {
            Box3 box2 = default(Box3);

            box2.Center = 0.5f * (this.Center + box.Center);
            Matrix4x4 matrix4x;

            Matrix4x4ex.CreateRotationFromColumns(ref this.Axis0, ref this.Axis1, ref this.Axis2, out matrix4x);
            Quaternion a;

            Matrix4x4ex.RotationMatrixToQuaternion(ref matrix4x, out a);
            Matrix4x4 matrix4x2;

            Matrix4x4ex.CreateRotationFromColumns(ref box.Axis0, ref box.Axis1, ref box.Axis2, out matrix4x2);
            Quaternion b;

            Matrix4x4ex.RotationMatrixToQuaternion(ref matrix4x2, out b);
            if (Quaternion.Dot(a, b) < 0f)
            {
                b.x = -b.x;
                b.y = -b.y;
                b.z = -b.z;
                b.w = -b.w;
            }
            Quaternion quaternion;

            quaternion.x = a.x + b.x;
            quaternion.y = a.x + b.y;
            quaternion.z = a.x + b.z;
            quaternion.w = a.x + b.w;
            float num = Mathfex.InvSqrt(Quaternion.Dot(quaternion, quaternion));

            quaternion.x *= num;
            quaternion.y *= num;
            quaternion.z *= num;
            quaternion.w *= num;
            Matrix4x4 matrix4x3;

            Matrix4x4ex.QuaternionToRotationMatrix(ref quaternion, out matrix4x3);
            box2.Axis0 = matrix4x3.GetColumn(0);
            box2.Axis1 = matrix4x3.GetColumn(1);
            box2.Axis2 = matrix4x3.GetColumn(2);
            Vector3 zero  = Vector3ex.Zero;
            Vector3 zero2 = Vector3ex.Zero;

            Vector3[] array = this.CalcVertices();
            for (int i = 0; i < 8; i++)
            {
                Vector3 vector = array[i] - box2.Center;
                for (int j = 0; j < 3; j++)
                {
                    float num2 = vector.Dot(box2.GetAxis(j));
                    if (num2 > zero2[j])
                    {
                        zero2[j] = num2;
                    }
                    else if (num2 < zero[j])
                    {
                        zero[j] = num2;
                    }
                }
            }
            box.CalcVertices(out array[0], out array[1], out array[2], out array[3], out array[4], out array[5], out array[6], out array[7]);
            for (int i = 0; i < 8; i++)
            {
                Vector3 vector = array[i] - box2.Center;
                for (int j = 0; j < 3; j++)
                {
                    float num2 = vector.Dot(box2.GetAxis(j));
                    if (num2 > zero2[j])
                    {
                        zero2[j] = num2;
                    }
                    else if (num2 < zero[j])
                    {
                        zero[j] = num2;
                    }
                }
            }
            for (int j = 0; j < 3; j++)
            {
                box2.Center    += 0.5f * (zero2[j] + zero[j]) * box2.GetAxis(j);
                box2.Extents[j] = 0.5f * (zero2[j] - zero[j]);
            }
            this = box2;
        }