Exemple #1
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        public static TheVector3 operator *(TheQuaternion rotation, TheVector3 point)
        {
            //float num = rotation.x * 2f;
            //float num2 = rotation.y * 2f;
            //float num3 = rotation.z * 2f;
            //float num4 = rotation.x * num;
            //float num5 = rotation.y * num2;
            //float num6 = rotation.z * num3;
            //float num7 = rotation.x * num2;
            //float num8 = rotation.x * num3;
            //float num9 = rotation.y * num3;
            //float num10 = rotation.w * num;
            //float num11 = rotation.w * num2;
            //float num12 = rotation.w * num3;
            //TheVector3 result = new TheVector3();
            //result.x = (1f - (num5 + num6)) * point.x + (num7 - num12) * point.y + (num8 + num11) * point.z;
            //result.y = (num7 + num12) * point.x + (1f - (num4 + num6)) * point.y + (num9 - num10) * point.z;
            //result.z = (num8 - num11) * point.x + (num9 + num10) * point.y + (1f - (num4 + num5)) * point.z;
            //return result;
            // Extract the vector part of the quaternion
            TheVector3 u = new TheVector3(rotation.x, rotation.y, rotation.z);

            // Extract the scalar part of the quaternion
            float s = rotation.w;

            // Do the math
            TheVector3 vprime = 2.0f * TheVector3.DotProduct(u, point) * u
                                + (s * s - TheVector3.DotProduct(u, u)) * point
                                + 2.0f * s * TheVector3.CrossProduct(u, point);

            return(vprime);
        }
Exemple #2
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        public static TheVector3 SLerp(TheVector3 start, TheVector3 end, float value)
        {
            float dot = DotProduct(start, end);

            Math.Math.Clamp(dot, -1, 1);
            float      theta           = Math.Math.Acos(dot) * value;
            TheVector3 relative_vector = end - start * dot;

            return((start * Math.Math.Cos(theta)) + (relative_vector.Normalized * Math.Math.Sin(theta)));
        }
Exemple #3
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        public TheVector3 ToEulerAngles()
        {
            TheVector3 ret = new TheVector3
            {
                x = Math.Math.Atan2(2 * (x * y + w * z), w * w + x * x - y * y - z * z),
                y = Math.Math.Asin(-2 * (x * z - w * y)),
                z = Math.Math.Atan2(2 * (y * z + w * x), w * w - x * x - y * y + z * z)
            };

            return(ret);
        }
Exemple #4
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        public static TheQuaternion FromAngleAxis(float angle, TheVector3 axis)
        {
            TheVector3    tmp = axis * Math.Math.Sin(angle / 2);
            TheQuaternion ret = new TheQuaternion
            {
                x = tmp.x,
                y = tmp.y,
                z = tmp.z,
                w = Math.Math.Cos(angle / 2)
            };

            return(ret);
        }
Exemple #5
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        public static TheVector3 Normalize(TheVector3 vector)
        {
            TheVector3 ret;
            float      magnitude = Magnitude(vector);

            if (magnitude > 1E-05f)
            {
                ret = vector / magnitude;
            }
            else
            {
                ret = Zero;
            }
            return(ret);
        }
Exemple #6
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        public static TheVector3 Project(TheVector3 vector, TheVector3 normal)
        {
            TheVector3 ret;
            float      dot = DotProduct(normal, normal);

            if (dot < Math.Math.Epsilon)
            {
                ret = Zero;
            }
            else
            {
                ret = normal * DotProduct(vector, normal) / dot;
            }
            return(ret);
        }
Exemple #7
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        public override bool Equals(object other)
        {
            bool ret;

            if (other == null || !(other is TheVector3))
            {
                ret = false;
            }
            else
            {
                TheVector3 vector = (TheVector3)other;
                ret = (x == vector.x && y == vector.y && z == vector.z);
            }
            return(ret);
        }
Exemple #8
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        public static void ToAngleAxis(TheQuaternion a, out float angle, out TheVector3 axis)
        {
            angle = Math.Math.Acos(a.w);

            float sin_theta_inv = 1.0f / Math.Math.Sin(angle);

            axis = new TheVector3
            {
                x = a.x * sin_theta_inv,
                y = a.y * sin_theta_inv,
                z = a.z * sin_theta_inv
            };

            angle *= 2;
        }
Exemple #9
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        public static TheVector3 MoveTowards(TheVector3 position, TheVector3 target, float step)
        {
            TheVector3 diff      = target - position;
            float      magnitude = diff.Length;
            TheVector3 ret;

            if (magnitude <= step || magnitude < Math.Math.Epsilon)
            {
                ret = target;
            }
            else
            {
                ret = position + diff / magnitude * step;
            }
            return(ret);
        }
Exemple #10
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        public static TheQuaternion FromEulerAngles(TheVector3 angles)
        {
            float cos_z_2 = Math.Math.Cos(0.5f * angles.z);
            float cos_y_2 = Math.Math.Cos(0.5f * angles.y);
            float cos_x_2 = Math.Math.Cos(0.5f * angles.x);

            float sin_z_2 = Math.Math.Sin(0.5f * angles.z);
            float sin_y_2 = Math.Math.Sin(0.5f * angles.y);
            float sin_x_2 = Math.Math.Sin(0.5f * angles.x);

            TheQuaternion ret = new TheQuaternion
            {
                x = cos_z_2 * cos_y_2 * sin_x_2 - sin_z_2 * sin_y_2 * cos_x_2,
                y = cos_z_2 * sin_y_2 * cos_x_2 + sin_z_2 * cos_y_2 * sin_x_2,
                z = sin_z_2 * cos_y_2 * cos_x_2 - cos_z_2 * sin_y_2 * sin_x_2,
                w = cos_z_2 * cos_y_2 * cos_x_2 + sin_z_2 * sin_y_2 * sin_x_2
            };

            return(ret);
        }
Exemple #11
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        public static TheQuaternion LookRotation(TheVector3 direction)
        {
            TheVector3 up = TheVector3.Up;

            return(lookRotation(direction, up));
        }
Exemple #12
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        public void ToAngleAxis(out float angle, out TheVector3 axis)
        {
            TheVector3 tmp = new TheVector3(x, y, z);

            ToAngleAxis(this, out angle, out axis);
        }
Exemple #13
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 private extern void SetPosition(TheVector3 value);
Exemple #14
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 public extern void SetSpawnPosition(TheVector3 position);
Exemple #15
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 private extern void SetRotation(TheVector3 value);
Exemple #16
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 public static TheVector3 NLerp(TheVector3 start, TheVector3 end, float value)
 {
     return(Lerp(start, end, value).Normalized);
 }
Exemple #17
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 public void Scale(TheVector3 scale)
 {
     x *= scale.x;
     y *= scale.y;
     z *= scale.z;
 }
Exemple #18
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 public static TheVector3 CrossProduct(TheVector3 vector_1, TheVector3 vector_2)
 {
     return(new TheVector3(vector_1.y * vector_2.z - vector_1.z * vector_2.y, vector_1.z * vector_2.x - vector_1.x * vector_2.z, vector_1.x * vector_2.y - vector_1.y * vector_2.x));
 }
Exemple #19
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 public static TheVector3 Reflect(TheVector3 direction, TheVector3 normal)
 {
     return(-2f * DotProduct(normal, direction) * normal + direction);
 }
Exemple #20
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 public extern void LookAt(TheVector3 value);
Exemple #21
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 public extern void SetSpawnRotation(TheVector3 rotation);
Exemple #22
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 public extern void SetSpawnScale(TheVector3 scale);
Exemple #23
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 public static float Magnitude(TheVector3 vector)
 {
     return(Math.Math.Sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z));
 }
Exemple #24
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 public static float DotProduct(TheVector3 vector_1, TheVector3 vector_2)
 {
     return(vector_1.x * vector_2.x + vector_1.y * vector_2.y + vector_1.z * vector_2.z);
 }
Exemple #25
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 private static extern TheQuaternion lookRotation(TheVector3 direction, TheVector3 up);
Exemple #26
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 public static TheVector3 Scale(TheVector3 a, TheVector3 b)
 {
     return(new TheVector3(a.x * b.x, a.y * b.y, a.z * b.z));
 }
Exemple #27
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 public static float AngleBetween(TheVector3 vector_1, TheVector3 vector_2)
 {
     return(Math.Math.Acos(DotProduct(vector_1, vector_2) / DotProduct(vector_1.Normalized, vector_2.Normalized)) * Math.Math.RadToDeg);
 }
Exemple #28
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 public static TheVector3 Lerp(TheVector3 start, TheVector3 end, float value)
 {
     return(start + value * (end - start));
 }
Exemple #29
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        public static float Distance(TheVector3 vector_1, TheVector3 vector_2)
        {
            TheVector3 vector = new TheVector3(vector_1.x - vector_2.x, vector_1.y - vector_2.y, vector_1.z - vector_2.z);

            return(Math.Math.Sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z));
        }
Exemple #30
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 private extern void SetScale(TheVector3 value);