Example #1
0
        public static NitroxQuaternion ExtractRotation(ref NitroxMatrix4x4 matrix)
        {
            NitroxQuaternion q = new NitroxQuaternion(0f, 0f, 0f, 1f);

            float trace = matrix[0, 0] + matrix[1, 1] + matrix[2, 2];

            if (trace > 0)
            {
                float s = 0.5f / (float)Math.Sqrt(trace + 1.0f);
                q.W = 0.25f / s;
                q.X = (matrix[2, 1] - matrix[1, 2]) * s;
                q.Y = (matrix[0, 2] - matrix[2, 0]) * s;
                q.Z = (matrix[1, 0] - matrix[0, 1]) * s;
            }
            else
            {
                if (matrix[0, 0] > matrix[1, 1] && matrix[0, 0] > matrix[2, 2])
                {
                    float s = 2.0f * (float)Math.Sqrt(1.0f + matrix[0, 0] - matrix[1, 1] - matrix[2, 2]);
                    q.W = (matrix[2, 1] - matrix[1, 2]) / s;
                    q.X = 0.25f * s;
                    q.Y = (matrix[0, 1] + matrix[1, 0]) / s;
                    q.Z = (matrix[0, 2] + matrix[2, 0]) / s;
                }
                else if (matrix[1, 1] > matrix[2, 2])
                {
                    float s = 2.0f * (float)Math.Sqrt(1.0f + matrix[1, 1] - matrix[0, 0] - matrix[2, 2]);
                    q.W = (matrix[0, 2] - matrix[2, 0]) / s;
                    q.X = (matrix[0, 1] + matrix[1, 0]) / s;
                    q.Y = 0.25f * s;
                    q.Z = (matrix[1, 2] + matrix[2, 1]) / s;
                }
                else
                {
                    float s = 2.0f * (float)Math.Sqrt(1.0f + matrix[2, 2] - matrix[0, 0] - matrix[1, 1]);
                    q.W = (matrix[1, 0] - matrix[0, 1]) / s;
                    q.W = (matrix[0, 2] + matrix[2, 0]) / s;
                    q.Y = (matrix[1, 2] + matrix[2, 1]) / s;
                    q.Z = 0.25f * s;
                }
            }

            NitroxQuaternion.Normalize(q);

            return(q);
        }
Example #2
0
        public static NitroxMatrix4x4 SetRotation(NitroxQuaternion localRotation)
        {
            NitroxQuaternion rot = NitroxQuaternion.Normalize(localRotation);
            NitroxMatrix4x4  rotationMatrix;

            rotationMatrix.M     = new float[4, 4];
            rotationMatrix[3, 3] = 1f;

            float sqw = rot.W * rot.W;
            float sqx = rot.X * rot.X;
            float sqy = rot.Y * rot.Y;
            float sqz = rot.Z * rot.Z;

            float invs = 1 / (sqx + sqy + sqz + sqw);

            rotationMatrix[0, 0] = (sqx - sqy - sqz + sqw) * invs;
            rotationMatrix[1, 1] = (-sqx + sqy - sqz + sqw) * invs;
            rotationMatrix[2, 2] = (-sqx - sqy + sqz + sqw) * invs;

            float tmp1 = rot.X * rot.Y;
            float tmp2 = rot.Z * rot.W;

            rotationMatrix[1, 0] = 2 * (tmp1 + tmp2) * invs;
            rotationMatrix[0, 1] = 2 * (tmp1 - tmp2) * invs;

            tmp1 = rot.X * rot.Z;
            tmp2 = rot.Y * rot.W;

            rotationMatrix[2, 0] = 2 * (tmp1 - tmp2) * invs;
            rotationMatrix[0, 2] = 2 * (tmp1 + tmp2) * invs;

            tmp1 = rot.Y * rot.Z;
            tmp2 = rot.X * rot.W;

            rotationMatrix[2, 1] = 2 * (tmp1 + tmp2) * invs;
            rotationMatrix[1, 2] = 2 * (tmp1 - tmp2) * invs;

            return(rotationMatrix);
        }