public bool RotateScene(warp_Quaternion quat)
        {
            if (_scene == null)
            {
                return(false);
            }

            _scene.rotate(quat);

            return(true);
        }
        static public warp_Quaternion matrix(warp_Matrix xfrm)
        {
            warp_Quaternion quat = new warp_Quaternion();
            // Check the sum of the diagonal
            float tr = xfrm [0, 0] + xfrm [1, 1] + xfrm [2, 2];

            if (tr > 0.0f)
            {
                // The sum is positive
                // 4 muls, 1 div, 6 adds, 1 trig function call
                float s = (float)Math.Sqrt(tr + 1.0f);
                quat.W = s * 0.5f;
                s      = 0.5f / s;
                quat.X = (xfrm [1, 2] - xfrm [2, 1]) * s;
                quat.Y = (xfrm [2, 0] - xfrm [0, 2]) * s;
                quat.Z = (xfrm [0, 1] - xfrm [1, 0]) * s;
            }
            else
            {
                // The sum is negative
                // 4 muls, 1 div, 8 adds, 1 trig function call
                int[] nIndex = { 1, 2, 0 };
                int   i, j, k;
                i = 0;
                if (xfrm [1, 1] > xfrm [i, i])
                {
                    i = 1;
                }
                if (xfrm [2, 2] > xfrm [i, i])
                {
                    i = 2;
                }
                j = nIndex [i];
                k = nIndex [j];

                float s = (float)Math.Sqrt((xfrm [i, i] - (xfrm [j, j] + xfrm [k, k])) + 1.0f);
                quat [i] = s * 0.5f;
                if (!warp_Math.FloatApproxEqual(s, 0.0f))
                {
                    s = 0.5f / s;
                }
                quat [j] = (xfrm [i, j] + xfrm [j, i]) * s;
                quat [k] = (xfrm [i, k] + xfrm [k, i]) * s;
                quat [3] = (xfrm [j, k] - xfrm [k, j]) * s;
            }

            return(quat);
        }
        public bool RotateSelf(string name, warp_Quaternion quat)
        {
            if (_scene == null)
            {
                return(false);
            }

            warp_Object o = _scene.sceneobject(name);

            if (o == null)
            {
                return(false);
            }

            o.rotateSelf(quat);

            return(true);
        }
		static public warp_Quaternion matrix (warp_Matrix xfrm)
		{
			warp_Quaternion quat = new warp_Quaternion ();
			// Check the sum of the diagonal
			float tr = xfrm [0, 0] + xfrm [1, 1] + xfrm [2, 2];
			if (tr > 0.0f)
			{
				// The sum is positive
				// 4 muls, 1 div, 6 adds, 1 trig function call
				float s = (float)Math.Sqrt (tr + 1.0f);
				quat.W = s * 0.5f;
				s = 0.5f / s;
				quat.X = (xfrm [1, 2] - xfrm [2, 1]) * s;
				quat.Y = (xfrm [2, 0] - xfrm [0, 2]) * s;
				quat.Z = (xfrm [0, 1] - xfrm [1, 0]) * s;
			} else
			{
				// The sum is negative
				// 4 muls, 1 div, 8 adds, 1 trig function call
				int[] nIndex = { 1, 2, 0 };
				int i, j, k;
				i = 0;
				if (xfrm [1, 1] > xfrm [i, i])
					i = 1;
				if (xfrm [2, 2] > xfrm [i, i])
					i = 2;
				j = nIndex [i];
				k = nIndex [j];

				float s = (float)Math.Sqrt ((xfrm [i, i] - (xfrm [j, j] + xfrm [k, k])) + 1.0f);
				quat [i] = s * 0.5f;
				if (s != 0.0)
				{
					s = 0.5f / s;
				}
				quat [j] = (xfrm [i, j] + xfrm [j, i]) * s;
				quat [k] = (xfrm [i, k] + xfrm [k, i]) * s;
				quat [3] = (xfrm [j, k] - xfrm [k, j]) * s;
			}

			return quat;
		}
Exemple #5
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		public bool RotateSelf (string name, warp_Quaternion quat)
		{
			if (_scene == null)
			{
				return false;
			}

			warp_Object o = _scene.sceneobject (name);
			if (o == null)
			{
				return false;
			}

			o.rotateSelf (quat);

			return true;
		}
Exemple #6
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		public bool RotateScene (warp_Quaternion quat)
		{
			if (_scene == null)
			{
				return false;
			}

			_scene.rotate (quat);

			return true;
		}