Acos() public static méthode

public static Acos ( Fix value ) : Fix
value Fix
Résultat Fix
Exemple #1
0
        public static Fix Angle(FixVec2 from, FixVec2 to)
        {
            Fix denominator = FixMath.Sqrt(from.GetMagnitudeSquared() * to.GetMagnitudeSquared());

            if (denominator < Fix.Epsilon)
            {
                return(Fix.zero);
            }

            Fix dot = FixMath.Clamp(FixVec2.Dot(from, to) / denominator, -Fix.one, Fix.one);

            return(FixMath.Acos(dot) * FixMath.Rad2Deg);
        }
        /// <summary>
        /// Do Spherical linear interpolation between two quaternions
        /// </summary>
        /// <param name="q1">The first quaternion</param>
        /// <param name="q2">The second quaternion</param>
        /// <param name="blend">The blend factor</param>
        /// <returns>A smooth blend between the given quaternions</returns>
        public static FixQuaternion Slerp(FixQuaternion q1, FixQuaternion q2, Fix blend)
        {
            // if either input is zero, return the other.
            if (q1.LengthSquared == Fix.Zero)
            {
                if (q2.LengthSquared == Fix.Zero)
                {
                    return(Identity);
                }
                return(q2);
            }
            else if (q2.LengthSquared == Fix.Zero)
            {
                return(q1);
            }


            Fix cosHalfAngle = q1.W * q2.W + q1.Xyz.Dot(q2.Xyz);

            if (cosHalfAngle >= Fix.One || cosHalfAngle <= -Fix.One)
            {
                // angle = 0.0f, so just return one input.
                return(q1);
            }
            else if (cosHalfAngle < Fix.Zero)
            {
                q2.Xyz       = -q2.Xyz;
                q2.W         = -q2.W;
                cosHalfAngle = -cosHalfAngle;
            }

            Fix blendA;
            Fix blendB;

            if (cosHalfAngle < (Fix.One / 100) * 99)
            {
                // do proper slerp for big angles
                Fix halfAngle           = FixMath.Acos(cosHalfAngle);
                Fix sinHalfAngle        = FixMath.Sin(halfAngle);
                Fix oneOverSinHalfAngle = Fix.One / sinHalfAngle;
                blendA = FixMath.Sin(halfAngle * (Fix.One - blend)) * oneOverSinHalfAngle;
                blendB = FixMath.Sin(halfAngle * blend) * oneOverSinHalfAngle;
            }
            else
            {
                // do lerp if angle is really small.
                blendA = Fix.One - blend;
                blendB = blend;
            }

            FixQuaternion result = new FixQuaternion(blendA * q1.Xyz + blendB * q2.Xyz, blendA * q1.W + blendB * q2.W);

            if (result.LengthSquared > Fix.Zero)
            {
                return(Normalize(result));
            }
            else
            {
                return(Identity);
            }
        }