Exemple #1
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        /// <summary>
        /// 两个向量的球形插值
        /// </summary>
        /// <param name="a">向量a</param>
        /// <param name="b">向量b</param>
        /// <param name="t">t的值在[0..1]</param>
        /// <returns></returns>
        public static Vector3RightHand Slerp(Vector3RightHand a, Vector3RightHand b, float t)
        {
            //         Quaternion fromQua = Quaternion.LookRotation(from, Vector3.up);
            //         Quaternion toQua = Quaternion.LookRotation(to, Vector3.up);
            //         Quaternion endQua = Quaternion.Slerp(fromQua, toQua, t);
            //
            //         Vector3 endDir = endQua * Vector3.forward;
            //         endDir.Normalize();
            //
            //         float length = Mathf3d.Lerp(from.magnitude, to.magnitude, t);
            //         return endDir.normalized * length;
            if (t <= 0)
            {
                return(a);
            }
            else if (t >= 1)
            {
                return(b);
            }

            Vector3RightHand v = RotateTo(a, b, Vector3RightHand.Angle(a, b) * t);

            //向量的长度,跟线性插值一样计算
            float length = b.magnitude * t + a.magnitude * (1 - t);

            return(v.normalized * length);
        }
Exemple #2
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        // 欧拉角转四元数
        static QuaternionRightHand FromEulerRad(Vector3RightHand euler)
        {
            var yaw   = euler.z;
            var pitch = euler.x;
            var roll  = euler.y;

            float yawOver2    = yaw * 0.5f;
            float sinYawOver2 = (float)Mathf.Sin((float)yawOver2);
            float cosYawOver2 = (float)Mathf.Cos((float)yawOver2);

            float pitchOver2    = pitch * 0.5f;
            float sinPitchOver2 = (float)Mathf.Sin((float)pitchOver2);
            float cosPitchOver2 = (float)Mathf.Cos((float)pitchOver2);

            float rollOver2    = roll * 0.5f;
            float sinRollOver2 = (float)Mathf.Sin((float)rollOver2);
            float cosRollOver2 = (float)Mathf.Cos((float)rollOver2);

            QuaternionRightHand result;

            result.w = cosYawOver2 * cosPitchOver2 * cosRollOver2 + sinYawOver2 * sinPitchOver2 * sinRollOver2;
            result.x = cosYawOver2 * sinPitchOver2 * cosRollOver2 + sinYawOver2 * cosPitchOver2 * sinRollOver2;
            result.y = cosYawOver2 * cosPitchOver2 * sinRollOver2 - sinYawOver2 * sinPitchOver2 * cosRollOver2;
            result.z = sinYawOver2 * cosPitchOver2 * cosRollOver2 - cosYawOver2 * sinPitchOver2 * sinRollOver2;
            return(result);
        }
Exemple #3
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 static Vector3RightHand NormalizeAngles(Vector3RightHand angles)
 {
     angles.x = NormalizeAngle(angles.x);
     angles.y = NormalizeAngle(angles.y);
     angles.z = NormalizeAngle(angles.z);
     return(angles);
 }
Exemple #4
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 /// <summary>
 /// Construct a new MyQuaternion from vector and w components
 /// </summary>
 /// <param name="v">The vector part</param>
 /// <param name="w">The w part</param>
 QuaternionRightHand(Vector3RightHand v, float w)
 {
     this.x = v.x;
     this.y = v.y;
     this.z = v.z;
     this.w = w;
 }
        /// <summary>
        /// 可以用来计算ojbtoworld矩阵
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="q"></param>
        /// <param name="s"></param>
        /// <returns></returns>
        public static Matrix4x4RightHand TRS(Vector3RightHand pos, QuaternionRightHand q, Vector3RightHand s)
        {
            Matrix4x4RightHand posMatrix = Matrix4x4RightHand.identity;

            posMatrix.m03 = pos.x;
            posMatrix.m13 = pos.y;
            posMatrix.m23 = pos.z;

            Matrix4x4RightHand rotateMatrix = Matrix4x4RightHand.identity;

            rotateMatrix.m00 = 1 - 2 * q.y * q.y - 2 * q.z * q.z;
            rotateMatrix.m10 = 2 * q.x * q.y + 2 * q.w * q.z;
            rotateMatrix.m20 = 2 * q.x * q.z - 2 * q.w * q.y;

            rotateMatrix.m01 = 2 * q.x * q.y - 2 * q.w * q.z;
            rotateMatrix.m11 = 1 - 2 * q.x * q.x - 2 * q.z * q.z;
            rotateMatrix.m21 = 2 * q.y * q.z + 2 * q.w * q.x;

            rotateMatrix.m02 = 2 * q.x * q.z + 2 * q.w * q.y;
            rotateMatrix.m12 = 2 * q.y * q.z - 2 * q.w * q.x;
            rotateMatrix.m22 = 1 - 2 * q.x * q.x - 2 * q.y * q.y;

            Matrix4x4RightHand scaleMatrix = Scale(s);

            Matrix4x4RightHand ret = posMatrix * rotateMatrix * scaleMatrix;

            return(ret);
        }
Exemple #6
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        public static QuaternionRightHand LookRotation(Vector3RightHand forward, Vector3RightHand up)
        {
            forward = Vector3RightHand.Normalize(forward);
            Vector3RightHand right = Vector3RightHand.Normalize(Vector3RightHand.Cross(up, forward));

            up = Vector3RightHand.Cross(forward, right);
            var m00 = right.x;
            var m01 = right.y;
            var m02 = right.z;
            var m10 = up.x;
            var m11 = up.y;
            var m12 = up.z;
            var m20 = forward.x;
            var m21 = forward.y;
            var m22 = forward.z;


            float num8       = (m00 + m11) + m22;
            var   quaternion = new QuaternionRightHand();

            if (num8 > 0f)
            {
                var num = (float)Mathf.Sqrt(num8 + 1f);
                quaternion.w = num * 0.5f;
                num          = 0.5f / num;
                quaternion.x = (m12 - m21) * num;
                quaternion.y = (m20 - m02) * num;
                quaternion.z = (m01 - m10) * num;
                return(quaternion);
            }
            if ((m00 >= m11) && (m00 >= m22))
            {
                var num7 = (float)Mathf.Sqrt(((1f + m00) - m11) - m22);
                var num4 = 0.5f / num7;
                quaternion.x = 0.5f * num7;
                quaternion.y = (m01 + m10) * num4;
                quaternion.z = (m02 + m20) * num4;
                quaternion.w = (m12 - m21) * num4;
                return(quaternion);
            }
            if (m11 > m22)
            {
                var num6 = (float)Mathf.Sqrt(((1f + m11) - m00) - m22);
                var num3 = 0.5f / num6;
                quaternion.x = (m10 + m01) * num3;
                quaternion.y = 0.5f * num6;
                quaternion.z = (m21 + m12) * num3;
                quaternion.w = (m20 - m02) * num3;
                return(quaternion);
            }
            var num5 = (float)Mathf.Sqrt(((1f + m22) - m00) - m11);
            var num2 = 0.5f / num5;

            quaternion.x = (m20 + m02) * num2;
            quaternion.y = (m21 + m12) * num2;
            quaternion.z = 0.5f * num5;
            quaternion.w = (m01 - m10) * num2;
            return(quaternion);
        }
Exemple #7
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 public static Vector3RightHand ClampMagnitude(Vector3RightHand vector, float maxLength)
 {
     if (vector.sqrMagnitude > maxLength * maxLength)
     {
         return(vector.normalized * maxLength);
     }
     return(vector);
 }
Exemple #8
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 public static Vector3RightHand Cross(Vector3RightHand lhs, Vector3RightHand rhs)
 {
     //return new Vector3RightHand(lhs.y * rhs.z - lhs.z * rhs.y, lhs.z * rhs.x - lhs.x * rhs.z, lhs.x * rhs.y - lhs.y * rhs.x);
     return(new Vector3RightHand(
                lhs.y * rhs.z - rhs.y * lhs.z,
                lhs.z * rhs.x - rhs.z * lhs.x,
                lhs.x * rhs.y - rhs.x * lhs.y));
 }
Exemple #9
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        public static Vector3RightHand operator -(Vector3RightHand a)
        {
            Vector3RightHand ret = new Vector3RightHand();

            ret.x = -a.x;
            ret.y = -a.y;
            ret.z = -a.z;
            return(ret);
        }
Exemple #10
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        public static void Test()
        {
            Vector3RightHand src = new Vector3RightHand(1, 2, 3);
            Vector3RightHand des = new Vector3RightHand(40, 50, 60);

            Debug.Log("测试vecotr3.slerp" + Vector3RightHand.Slerp(src, des, 0.7f));

            //Console.ReadLine();
        }
        public Vector3RightHand MultiplyVector(Vector3RightHand v)
        {
            Vector3RightHand result;

            result.x = this.m00 * v.x + this.m01 * v.y + this.m02 * v.z;
            result.y = this.m10 * v.x + this.m11 * v.y + this.m12 * v.z;
            result.z = this.m20 * v.x + this.m21 * v.y + this.m22 * v.z;
            return(result);
        }
Exemple #12
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        public static Vector3RightHand operator +(Vector3RightHand a, Vector3RightHand b)
        {
            Vector3RightHand ret = new Vector3RightHand();

            ret.x = a.x + b.x;
            ret.y = a.y + b.y;
            ret.z = a.z + b.z;
            return(ret);
        }
Exemple #13
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        public static Vector3RightHand operator /(Vector3RightHand a, float d)
        {
            Vector3RightHand ret = new Vector3RightHand();

            ret.x = a.x / d;
            ret.y = a.y / d;
            ret.z = a.z / d;
            return(ret);
        }
Exemple #14
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        public static Vector3RightHand operator *(float d, Vector3RightHand a)
        {
            Vector3RightHand ret = new Vector3RightHand();

            ret.x = a.x * d;
            ret.y = a.y * d;
            ret.z = a.z * d;
            return(ret);
        }
Exemple #15
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        public static Vector3RightHand Normalize(Vector3RightHand value)
        {
            float num = Vector3RightHand.Magnitude(value);

            if (num > 1E-05f)
            {
                return(value / num);
            }
            return(Vector3RightHand.zero);
        }
Exemple #16
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        public static Vector3RightHand Project(Vector3RightHand vector, Vector3RightHand onNormal)
        {
            float num = Vector3RightHand.Dot(onNormal, onNormal);

            if (num < 1.401298E-45f)
            {
                return(Vector3RightHand.zero);
            }
            return(onNormal * Vector3RightHand.Dot(vector, onNormal) / num);
        }
Exemple #17
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        public override bool Equals(object other)
        {
            if (!(other is Vector3RightHand))
            {
                return(false);
            }
            Vector3RightHand vector = (Vector3RightHand)other;

            return(this.x.Equals(vector.x) && this.y.Equals(vector.y) && this.z.Equals(vector.z));
        }
Exemple #18
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        public static Vector3RightHand MoveTowards(Vector3RightHand current, Vector3RightHand target, float maxDistanceDelta)
        {
            Vector3RightHand a         = target - current;
            float            magnitude = a.magnitude;

            if (magnitude <= maxDistanceDelta || magnitude == 0f)
            {
                return(target);
            }
            return(current + a / magnitude * maxDistanceDelta);
        }
Exemple #19
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        public void Normalize()
        {
            float num = Vector3RightHand.Magnitude(this);

            if (num > 1E-05f)
            {
                this /= num;
            }
            else
            {
                this = Vector3RightHand.zero;
            }
        }
        public Vector3RightHand MultiplyPoint(Vector3RightHand v)
        {
            Vector3RightHand result;

            result.x = this.m00 * v.x + this.m01 * v.y + this.m02 * v.z + this.m03;
            result.y = this.m10 * v.x + this.m11 * v.y + this.m12 * v.z + this.m13;
            result.z = this.m20 * v.x + this.m21 * v.y + this.m22 * v.z + this.m23;
            float num = this.m30 * v.x + this.m31 * v.y + this.m32 * v.z + this.m33;

            num       = 1f / num;
            result.x *= num;
            result.y *= num;
            result.z *= num;
            return(result);
        }
Exemple #21
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        //static Quaternion FromToRotation(Vector3 fromDiection, Vector3 toDirection)
        //根据两个向量计算出旋转量,计算出来的旋转量为从fromDiection,旋转到toDirection的旋转量。
        //这句话意思很明显了。就是计算旋转量。
        //那么LookRotation(Vector3 forward)计算的是,Z轴旋转到forward的旋转量。
        //推出:Quaternion.LookRotation(new Vector3(1,0,0)) == Quaternion.FromToRotation(Vector3.forward, new Vector3(1,0,0));
        //因为前者就是计算向前向量到当前向量(1,0,0)的旋转量的,其实现过程就是后者喽。

        public static QuaternionRightHand FromToRotation(Vector3RightHand v1, Vector3RightHand v2)
        {
            //         fromDirection.Normalize();
            //         toDirection.Normalize();
            //         Quaternion fromQua = LookRotation(fromDirection);
            //         Quaternion toQua = LookRotation(toDirection);
            //         fromQua = Normalize(fromQua);
            //         toQua = Normalize(toQua);

            //Vector3 fromDir = fromQua * Vector3.forward;
            //Vector3 toDir = toQua * Vector3.forward;

            //Quaternion ret = RotateTowards(fromQua, toQua, float.MaxValue);
            //return ret;
            return(QuaternionRightHand.AngleAxis(Vector3RightHand.Angle(v1, v2), Vector3RightHand.Cross(v1, v2)));
        }
Exemple #22
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        static void ToAxisAngleRad(QuaternionRightHand q, out Vector3RightHand axis, out float angle)
        {
            if (Mathf.Abs(q.w) > 1.0f)
            {
                q.Normalize();
            }
            angle = 2.0f * (float)Mathf.Acos(q.w); // angle
            float den = (float)Mathf.Sqrt(1.0f - q.w * q.w);

            if (den > 0.0001f)
            {
                axis = q.xyz / den;
            }
            else
            {
                // This occurs when the angle is zero.
                // Not a problem: just set an arbitrary normalized axis.
                axis = new Vector3RightHand(1, 0, 0);
            }
        }
Exemple #23
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        public static QuaternionRightHand AngleAxis(float degress, Vector3RightHand axis)
        {
            if (axis.sqrMagnitude == 0.0f)
            {
                return(identity);
            }

            QuaternionRightHand result = identity;
            var radians = degress * Mathf.Deg2Rad;

            radians *= 0.5f;
            axis.Normalize();
            axis     = axis * (float)Mathf.Sin(radians);
            result.x = axis.x;
            result.y = axis.y;
            result.z = axis.z;
            result.w = (float)Mathf.Cos(radians);

            return(Normalize(result));
        }
Exemple #24
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        /// <summary>
        /// 将向量from向向量to旋转角度angle
        /// </summary>
        /// <param name="from"></param>
        /// <param name="to"></param>
        /// <param name="angle"></param>
        /// <returns></returns>
        static Vector3RightHand RotateTo(Vector3RightHand from, Vector3RightHand to, float angle)
        {
            //如果两向量角度为0
            if (Vector3RightHand.Angle(from, to) == 0)
            {
                return(from);
            }

            //旋转轴
            Vector3RightHand n = Vector3RightHand.Cross(from, to);

            //旋转轴规范化
            n.Normalize();

            //旋转矩阵
            Matrix4x4RightHand rotateMatrix = new Matrix4x4RightHand();

            //旋转的弧度
            double radian   = angle * Mathf.PI / 180;
            float  cosAngle = (float)Mathf.Cos((float)radian);
            float  sinAngle = (float)Mathf.Sin((float)radian);

            //矩阵的数据
            //这里看不懂的自行科普矩阵知识
            rotateMatrix.SetRow(0, new Vector4(n.x * n.x * (1 - cosAngle) + cosAngle, n.x * n.y * (1 - cosAngle) + n.z * sinAngle, n.x * n.z * (1 - cosAngle) - n.y * sinAngle, 0));
            rotateMatrix.SetRow(1, new Vector4(n.x * n.y * (1 - cosAngle) - n.z * sinAngle, n.y * n.y * (1 - cosAngle) + cosAngle, n.y * n.z * (1 - cosAngle) + n.x * sinAngle, 0));
            rotateMatrix.SetRow(2, new Vector4(n.x * n.z * (1 - cosAngle) + n.y * sinAngle, n.y * n.z * (1 - cosAngle) - n.x * sinAngle, n.z * n.z * (1 - cosAngle) + cosAngle, 0));
            rotateMatrix.SetRow(3, new Vector4(0, 0, 0, 1));

            Vector4          v      = Vector3RightHand.ToVector4(from);
            Vector3RightHand vector = new Vector3RightHand();

            for (int i = 0; i < 3; ++i)
            {
                for (int j = 0; j < 3; j++)
                {
                    vector[i] += v[j] * rotateMatrix[j, i];
                }
            }
            return(vector);
        }
 public static Matrix4x4RightHand Scale(Vector3RightHand v)
 {
     return(new Matrix4x4RightHand
     {
         m00 = v.x,
         m01 = 0f,
         m02 = 0f,
         m03 = 0f,
         m10 = 0f,
         m11 = v.y,
         m12 = 0f,
         m13 = 0f,
         m20 = 0f,
         m21 = 0f,
         m22 = v.z,
         m23 = 0f,
         m30 = 0f,
         m31 = 0f,
         m32 = 0f,
         m33 = 1f
     });
 }
        public static void Test()
        {
            Vector3RightHand    pos    = new Vector3RightHand(100, 200, 300);
            QuaternionRightHand rotate = QuaternionRightHand.identity;

            rotate.eulerAngles = new Vector3RightHand(40, 50, 60);
            //Console.WriteLine("测试Quaternion " + rotate);

            Vector3RightHand   scale = new Vector3RightHand(7, 8, 9);
            Matrix4x4RightHand trs   = TRS(pos, rotate, scale);

            Console.WriteLine("测试trs\n" + trs.ToString());

            Matrix4x4RightHand transpose = Transpose(trs);

            Console.WriteLine("测试转置矩阵\n" + transpose.ToString());

            Matrix4x4RightHand inverse = Inverse(trs);

            Console.WriteLine("测试逆矩阵\n" + inverse.ToString());

            Matrix4x4RightHand posMatrix = Matrix4x4RightHand.identity;

            posMatrix.m03 = pos.x;
            posMatrix.m13 = pos.y;
            posMatrix.m23 = pos.z;
            Vector4 point    = new Vector4(0, 0, 0, 1);
            Vector4 newPoint = posMatrix * point;

            float fov    = 60;
            float aspect = (float)16 / 9;
            float zNear  = 1;
            float zFar   = 1000;
            Matrix4x4RightHand perspectiveMat = Matrix4x4RightHand.Perspective(fov, aspect, zNear, zFar);

            Console.WriteLine("测试透视矩阵\n" + perspectiveMat.ToString());

            //Console.ReadLine();
        }
Exemple #27
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 public void SetLookRotation(Vector3RightHand view, Vector3RightHand up)
 {
     this = LookRotation(view, up);
 }
Exemple #28
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 public void ToAngleAxis(out float angle, out Vector3RightHand axis)
 {
     QuaternionRightHand.ToAxisAngleRad(this, out axis, out angle);
     angle *= Mathf.Rad2Deg;
 }
Exemple #29
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 public void SetFromToRotation(Vector3RightHand fromDirection, Vector3RightHand toDirection)
 {
     this = FromToRotation(fromDirection, toDirection);
 }
Exemple #30
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        private static QuaternionRightHand SlerpUnclamped(QuaternionRightHand a, QuaternionRightHand b, float t)
        {
            // if either input is zero, return the other.
            if (a.LengthSquared == 0.0f)
            {
                if (b.LengthSquared == 0.0f)
                {
                    return(identity);
                }
                return(b);
            }
            else if (b.LengthSquared == 0.0f)
            {
                return(a);
            }


            float cosHalfAngle = a.w * b.w + Vector3RightHand.Dot(a.xyz, b.xyz);

            if (cosHalfAngle >= 1.0f || cosHalfAngle <= -1.0f)
            {
                // angle = 0.0f, so just return one input.
                return(a);
            }
            else if (cosHalfAngle < 0.0f)
            {
                b.xyz        = -b.xyz;
                b.w          = -b.w;
                cosHalfAngle = -cosHalfAngle;
            }

            float blendA;
            float blendB;

            if (cosHalfAngle < 0.99f)
            {
                // do proper slerp for big angles
                float halfAngle           = (float)Mathf.Acos(cosHalfAngle);
                float sinHalfAngle        = (float)Mathf.Sin(halfAngle);
                float oneOverSinHalfAngle = 1.0f / sinHalfAngle;
                blendA = (float)Mathf.Sin(halfAngle * (1.0f - t)) * oneOverSinHalfAngle;
                blendB = (float)Mathf.Sin(halfAngle * t) * oneOverSinHalfAngle;
            }
            else
            {
                // do lerp if angle is really small.
                blendA = 1.0f - t;
                blendB = t;
            }

            QuaternionRightHand result = new QuaternionRightHand(blendA * a.xyz + blendB * b.xyz, blendA * a.w + blendB * b.w);

            if (result.LengthSquared > 0.0f)
            {
                return(Normalize(result));
            }
            else
            {
                return(identity);
            }
        }