/// <summary> /// 四元数变化为3*3矩阵 /// </summary> /// <param name="quat"></param> /// <returns></returns> public static LMatrix33 QuaternionToMatrix(LQuaternion quat) { LMatrix33 m = new LMatrix33(); LFloat x = quat.x * 2; LFloat y = quat.y * 2; LFloat z = quat.z * 2; LFloat xx = quat.x * x; LFloat yy = quat.y * y; LFloat zz = quat.z * z; LFloat xy = quat.x * y; LFloat xz = quat.x * z; LFloat yz = quat.y * z; LFloat wx = quat.w * x; LFloat wy = quat.w * y; LFloat wz = quat.w * z; m[0] = 1 - (yy + zz); m[1] = xy + wz; m[2] = xz - wy; m[3] = xy - wz; m[4] = 1 - (xx + zz); m[5] = yz + wx; m[6] = xz + wy; m[7] = yz - wx; m[8] = 1 - (xx + yy); return(m); }
/// <summary> /// 球形插值(无限制) /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <param name="t"></param> /// <returns></returns> public static LQuaternion SlerpUnclamped(LQuaternion q1, LQuaternion q2, LFloat t) { LFloat dot = Dot(q1, q2); LQuaternion tmpQuat = new LQuaternion(); if (dot < 0) { dot = -dot; tmpQuat.Set(-q2.x, -q2.y, -q2.z, -q2.w); } else { tmpQuat = q2; } if (dot < 1) { LFloat angle = LMath.Acos(dot); LFloat sinadiv, sinat, sinaomt; sinadiv = 1 / LMath.Sin(angle); sinat = LMath.Sin(angle * t); sinaomt = LMath.Sin(angle * (1 - t)); tmpQuat.Set((q1.x * sinaomt + tmpQuat.x * sinat) * sinadiv, (q1.y * sinaomt + tmpQuat.y * sinat) * sinadiv, (q1.z * sinaomt + tmpQuat.z * sinat) * sinadiv, (q1.w * sinaomt + tmpQuat.w * sinat) * sinadiv); return(tmpQuat); } else { return(Lerp(q1, tmpQuat, t)); } }
/// <summary> /// 3*3 矩阵转化为四元数 /// </summary> /// <param name="m"></param> /// <returns></returns> private static LQuaternion MatrixToQuaternion(LMatrix33 m) { LQuaternion quat = new LQuaternion(); LFloat fTrace = m[0, 0] + m[1, 1] + m[2, 2]; LFloat root; if (fTrace > 0) { root = LMath.Sqrt(fTrace + 1); quat.w = LFloat.half * root; root = LFloat.half / root; quat.x = (m[2, 1] - m[1, 2]) * root; quat.y = (m[0, 2] - m[2, 0]) * root; quat.z = (m[1, 0] - m[0, 1]) * root; } else { int[] s_iNext = new int[] { 1, 2, 0 }; int i = 0; if (m[1, 1] > m[0, 0]) { i = 1; } if (m[2, 2] > m[i, i]) { i = 2; } int j = s_iNext[i]; int k = s_iNext[j]; root = LMath.Sqrt(m[i, i] - m[j, j] - m[k, k] + 1); if (root < 0) { throw new IndexOutOfRangeException("error!"); } quat[i] = LFloat.half * root; root = LFloat.half / root; quat.w = (m[k, j] - m[j, k]) * root; quat[j] = (m[j, i] + m[i, j]) * root; quat[k] = (m[k, i] + m[i, k]) * root; } LFloat nor = LMath.Sqrt(Dot(quat, quat)); quat = new LQuaternion(quat.x / nor, quat.y / nor, quat.z / nor, quat.w / nor); return(quat); }
/// <summary> /// 球形插值 /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <param name="t"></param> /// <returns></returns> public static LQuaternion Slerp(LQuaternion a, LQuaternion b, LFloat t) { if (t > 1) { t = LFloat.one; } if (t < 0) { t = LFloat.zero; } return(SlerpUnclamped(a, b, t)); }
/// <summary> /// 轴向旋转 /// </summary> /// <param name="angle"></param> /// <param name="axis"></param> /// <returns></returns> public static LQuaternion AngleAxis(LFloat angle, LVector3 axis) { axis = axis.normalized; angle = angle * LMath.Deg2Rad; LQuaternion q = new LQuaternion(); LFloat halfAngle = angle * LFloat.half; LFloat s = LMath.Sin(halfAngle); q.w = LMath.Cos(halfAngle); q.x = s * axis.x; q.y = s * axis.y; q.z = s * axis.z; return(q); }
/// <summary> /// 向目标角度旋转 /// </summary> /// <param name="from"></param> /// <param name="to"></param> /// <param name="maxDegreesDelta"></param> /// <returns></returns> public static LQuaternion RotateTowards(LQuaternion from, LQuaternion to, LFloat maxDegreesDelta) { LFloat num = LQuaternion.Angle(from, to); LQuaternion result = new LQuaternion(); if (num == 0) { result = to; } else { LFloat t = LMath.Min(LFloat.one, maxDegreesDelta / num); result = LQuaternion.SlerpUnclamped(from, to, t); } return(result); }
/// <summary> /// 欧拉角转四元数 /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="z"></param> /// <returns></returns> public static LQuaternion Euler(LFloat x, LFloat y, LFloat z) { LFloat cX = LMath.Cos(x * LMath.PI / 360); LFloat sX = LMath.Sin(x * LMath.PI / 360); LFloat cY = LMath.Cos(y * LMath.PI / 360); LFloat sY = LMath.Sin(y * LMath.PI / 360); LFloat cZ = LMath.Cos(z * LMath.PI / 360); LFloat sZ = LMath.Sin(z * LMath.PI / 360); LQuaternion qX = new LQuaternion(sX, LFloat.zero, LFloat.zero, cX); LQuaternion qY = new LQuaternion(LFloat.zero, sY, LFloat.zero, cY); LQuaternion qZ = new LQuaternion(LFloat.zero, LFloat.zero, sZ, cZ); LQuaternion q = (qY * qX) * qZ; return(q); }
/// <summary> /// 线性插值(无限制) /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <param name="t"></param> /// <returns></returns> public static LQuaternion LerpUnclamped(LQuaternion a, LQuaternion b, LFloat t) { LQuaternion tmpQuat = new LQuaternion(); if (Dot(a, b) < 0) { tmpQuat.Set(a.x + t * (-b.x - a.x), a.y + t * (-b.y - a.y), a.z + t * (-b.z - a.z), a.w + t * (-b.w - a.w)); } else { tmpQuat.Set(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y), a.z + t * (b.z - a.z), a.w + t * (b.w - a.w)); } LFloat nor = LMath.Sqrt(Dot(tmpQuat, tmpQuat)); return(new LQuaternion(tmpQuat.x / nor, tmpQuat.y / nor, tmpQuat.z / nor, tmpQuat.w / nor)); }
/// <summary> /// 四元数的逆 /// </summary> /// <param name="rotation"></param> /// <returns></returns> public static LQuaternion Inverse(LQuaternion rotation) { return(new LQuaternion(-rotation.x, -rotation.y, -rotation.z, rotation.w)); }
/// <summary> /// 点乘 /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <returns></returns> public static LFloat Dot(LQuaternion a, LQuaternion b) { return(a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w); }
/// <summary> /// 夹角大小 /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <returns></returns> public static LFloat Angle(LQuaternion a, LQuaternion b) { LFloat single = Dot(a, b); return(LMath.Acos(LMath.Min(LMath.Abs(single), LFloat.one)) * 2 * (180 / LMath.PI)); }