Example #1
0
 static Matrix3D()
 {
     Matrix3D.identity = new Matrix3D(1, 0, 0, 0,
                                      0, 1, 0, 0,
                                      0, 0, 1, 0,
                                      0, 0, 0, 1);
 }
Example #2
0
 public Quaternion(double x, double y, double z, double w)
 {
     this.isNotDefaultQuaternion = true;
     this.x = x;
     this.y = y;
     this.z = z;
     this.w = w;
     this.value = Matrix3D.Identity;
     this.valueIsDirty = true;
 }
Example #3
0
 public Quaternion(Vector3D axisOfRotation, double angleInRadians)
 {
     double halfAngleInRadians = (angleInRadians * 0.5);
     this.isNotDefaultQuaternion = true;
     axisOfRotation.Normalize();
     this.x = axisOfRotation.X * System.Math.Sin(halfAngleInRadians);
     this.y = axisOfRotation.Y * System.Math.Sin(halfAngleInRadians);
     this.z = axisOfRotation.Z * System.Math.Sin(halfAngleInRadians);
     this.w = System.Math.Cos(halfAngleInRadians);
     this.value = Matrix3D.Identity;
     this.valueIsDirty = true;
 }
Example #4
0
        public void NextFrame()
        {
            if (FrameCount <= 0) {
                return;
            }

            CurrentFrame++;
            if (FrameCount > 0) {
                while (CurrentFrame > FrameCount) {
                    CurrentFrame -= FrameCount;
                }
            }

            Matrix3D identity = new Matrix3D();
            identity.SetIdentity();
            Skeleton.SetFrame(Frames[(int)CurrentFrame], Quaternion.Identity);
        }
        public override Matrix3D GetMatrix(Point3D center)
        {
            //Calculations from Essential Mathematics for games & interactive applications
            //James M. Van Verth & Lars M. Bishop

            Vector3D a = NormalizedAxis;

            //TODO: Internally use a Quaternion since it is more efficient to calculate

            //TODO: Look into caching all this
            double angle = AngleRad;
            double t = 1.0 - System.Math.Cos(angle);
            double c = System.Math.Cos(angle);
            double s = System.Math.Sin(angle);
            double x = a.X;
            double y = a.Y;
            double z = a.Z;

            //TODO: Optimize, do not multiple matrices, just expand out terms
            //Matrix3D m = new Matrix3D(1, 0, 0, 0,
            //                          0, 1, 0, 0,
            //                          0, 0, 1, 0,
            //                          -center.X, -center.Y, -center.Z, 1);

            //m.Append(
            Matrix3D m = new Matrix3D(t * x * x + c, t * x * y + s * z, t * x * z - s * y, 0,
                              t * x * y - s * z, t * y * y + c, t * y * z + s * x, 0,
                              t * x * z + s * y, t * y * z - s * x, t * z * z + c, 0,
                              0, 0, 0, 1);

            //m.Append(new Matrix3D(1, 0, 0, 0,
            //                      0, 1, 0, 0,
            //                      0, 0, 1, 0,
            //                      center.X, center.Y, center.Z, 1));

            return m;
        }
Example #6
0
 public void Prepend(Matrix3D m)
 {
     this = m * this;
 }
Example #7
0
 public bool Equals(Matrix3D m)
 {
     return Equals(this, m);
 }
Example #8
0
 /// <summary>
 /// Appends the matrix to the current matrix
 /// </summary>
 /// <param name="m"></param>
 public void Append(Matrix3D m)
 {
     this = this * m;
 }
Example #9
0
 public static Matrix3D Multiply(Matrix3D m1, Matrix3D m2)
 {
     return m1 * m2;
 }
Example #10
0
 public static bool Equals(Matrix3D m1, Matrix3D m2)
 {
     if (!m1.isNotDefaultMatrix || !m2.isNotDefaultMatrix) {
         return m1.IsIdentity == m2.IsIdentity;
     }
     else {
         return (m1.m11 == m2.m11) &&
                (m1.m12 == m2.m12) &&
                (m1.m13 == m2.m13) &&
                (m1.m14 == m2.m14) &&
                (m1.m21 == m2.m21) &&
                (m1.m22 == m2.m22) &&
                (m1.m23 == m2.m23) &&
                (m1.m24 == m2.m24) &&
                (m1.m31 == m2.m31) &&
                (m1.m32 == m2.m32) &&
                (m1.m33 == m2.m33) &&
                (m1.m34 == m2.m34) &&
                (m1.offsetX == m2.offsetX) &&
                (m1.offsetY == m2.offsetY) &&
                (m1.offsetZ == m2.offsetZ) &&
                (m1.m44 == m2.m44);
     }
 }
Example #11
0
 public override void Project(Matrix3D matrix)
 {
     Start.ScreenCoords = matrix.Project(Start);
     End.ScreenCoords = matrix.Project(End);
 }
Example #12
0
        /// <summary>
        /// Converts a rotation matrix to a quaternion.  Matrix must be orthogonal
        /// </summary>
        /// <returns></returns>
        public static Quaternion FromRotationMatrix(Matrix3D matrix)
        {
            double w = System.Math.Sqrt(1 + matrix.M11 + matrix.M22 + matrix.M33) / 2.0;
            double x = (matrix.M32 - matrix.M23) / (4 * w);
            double y = (matrix.M13 - matrix.M31) / (4 * w);
            double z = (matrix.M21 - matrix.M12) / (4 * w);

            return new Quaternion(x, y, z, w);
        }
Example #13
0
 public abstract void Project(Matrix3D matrix);