public AwQuaternion setAxisAngle(AwVector axis, double theta) { double sumOfSquares = (double)axis.x * axis.x + (double)axis.y * axis.y + (double)axis.z * axis.z; if (sumOfSquares <= AwMath.kDoubleEpsilon) { w = 1.0; x = 0.0; y = 0.0; z = 0.0; } else { theta *= 0.5; w = Math.Cos(theta); double commonFactor = Math.Sin(theta); if (!AwMath.equivalent(sumOfSquares, 1.0)) { commonFactor /= Math.Sqrt(sumOfSquares); } x = commonFactor * (double)axis.x; y = commonFactor * (double)axis.y; z = commonFactor * (double)axis.z; } return(this); }
public bool getAxisAngle(AwVector axis, ref double theta) { bool result; double inverseOfSinThetaByTwo, thetaExtended; if (AwMath.equivalent(w, (double)1.0)) { theta = 0.0; if (axis.length() < AwMath.kDoubleEpsilon) { axis.set(0.0, 0.0, 1.0); } result = false; } else { thetaExtended = Math.Acos(AwMath.clamp(w, -1.0, 1.0)); theta = thetaExtended * 2.0; inverseOfSinThetaByTwo = 1.0 / Math.Sin(thetaExtended); axis.x = x * inverseOfSinThetaByTwo; axis.y = y * inverseOfSinThetaByTwo; axis.z = z * inverseOfSinThetaByTwo; result = true; } return(result); }
public bool isParallel(AwVector otherVector, double tolerance) { AwVector v1, v2; v1 = normal(); v2 = otherVector.normal(); double dotPrd = v1.dotProduct(v2); return(AwMath.equivalent(Math.Abs(dotPrd), (double)1.0, tolerance)); }
public void normalize() { double n = norm(); if (n > AwMath.kDoubleEpsilon && !AwMath.equivalent(n, 1.0, 2.0 * AwMath.kDoubleEpsilon)) { double factor = 1.0 / Math.Sqrt(n); x *= factor; y *= factor; z *= factor; } }
public AwQuaternion(AwVector a, AwVector b) { w = 1.0; x = 0.0; y = 0.0; z = 0.0; double factor = a.length() * b.length(); if (Math.Abs(factor) > AwMath.kFloatEpsilon) { // Vectors have length > 0 AwVector pivotVector = new AwVector(); double dot = a.dotProduct(b) / factor; double theta = Math.Acos(AwMath.clamp(dot, -1.0, 1.0)); pivotVector = a.crossProduct(b); if (dot < 0.0 && pivotVector.length() < AwMath.kFloatEpsilon) { // Vectors parallel and opposite direction, therefore a rotation // of 180 degrees about any vector perpendicular to this vector // will rotate vector a onto vector b. // // The following guarantees the dot-product will be 0.0. // uint dominantIndex = (uint)a.dominantAxis(); uint index = (dominantIndex + 1) % 3; double value = -a.getIndex(index); pivotVector.setIndex(dominantIndex, value); pivotVector.setIndex((dominantIndex + 1) % 3, a.getIndex(dominantIndex)); pivotVector.setIndex((dominantIndex + 2) % 3, 0); } setAxisAngle(pivotVector, theta); } }