Example #1
0
        public Quaternion Slerp( Quaternion inquat, float u )
        {
            float theta = this.Dot( inquat );
            if( theta < 0.0f )
            {
                inquat.x = -inquat.x;
                inquat.y = -inquat.y;
                inquat.z = -inquat.z;
                inquat.w = -inquat.w;
                theta = -theta;
            }
            else if( theta >= 1.0f )
            {
                return inquat;
            }

            float alp = ( float )System.Math.Acos( theta );

            if( alp < 0.001f )
            {
                return inquat;
            }

            float salp = ( float )System.Math.Sin(alp);
            float invsalp = 1.0f / salp;
            float c0 = ( float )System.Math.Sin((1.0f - u) * alp) * invsalp;
            float c1 = ( float )System.Math.Sin(u * alp) * invsalp;

            return new Quaternion(
            (x * c0) + (inquat.x * c1),
            (y * c0) + (inquat.y * c1),
            (z * c0) + (inquat.z * c1),
            (w * c0) + (inquat.w * c1) );
        }
Example #2
0
        public float4x4( Quaternion q )
        {
            m = new float[4,4];

            float ww = q.w * q.w, xx = q.x * q.x, yy = q.y * q.y, zz = q.z * q.z;
            float s = 2.0f / (ww + xx + yy + zz);
            float xy = q.x * q.y, xz = q.x * q.z, yz = q.y * q.z, wx = q.w * q.x, wy = q.w * q.y, wz = q.w * q.z;

            m[0,0] = 1.0f - s * (yy + zz);
            m[1,0] = s * (xy - wz);
            m[2,0] = s * (xz + wy);
            m[3,0] = 0.0f;
            m[0,1] = s * (xy + wz);
            m[1,1] = 1.0f - s * (xx + zz);
            m[2,1] = s * (yz - wx);
            m[3,1] = 0.0f;
            m[0,2] = s * (xz - wy);
            m[1,2] = s * (yz + wx);
            m[2,2] = 1.0f - s * (xx + yy);
            m[3,2] = 0.0f;
            m[0,3] = 0.0f;
            m[1,3] = 0.0f;
            m[2,3] = 0.0f;
            m[3,3] = 1.0f;
        }
Example #3
0
 public float Dot( Quaternion B )
 {
     return x * x + y * y + z * z + w * B.w;
 }