Esempio n. 1
0
        public Quaternion(ref Matrix3 matrix)
        {
            var   scale = Math.Pow(matrix.Determinant, 1.0d / 3.0d);
            float x, y, z;

            w = (float)(Math.Sqrt(Math.Max(0, scale + matrix[0, 0] + matrix[1, 1] + matrix[2, 2])) / 2);
            x = (float)(Math.Sqrt(Math.Max(0, scale + matrix[0, 0] - matrix[1, 1] - matrix[2, 2])) / 2);
            y = (float)(Math.Sqrt(Math.Max(0, scale - matrix[0, 0] + matrix[1, 1] - matrix[2, 2])) / 2);
            z = (float)(Math.Sqrt(Math.Max(0, scale - matrix[0, 0] - matrix[1, 1] + matrix[2, 2])) / 2);

            xyz = new Vector3(x, y, z);

            if (matrix[2, 1] - matrix[1, 2] < 0)
            {
                X = -X;
            }
            if (matrix[0, 2] - matrix[2, 0] < 0)
            {
                Y = -Y;
            }
            if (matrix[1, 0] - matrix[0, 1] < 0)
            {
                Z = -Z;
            }
        }
Esempio n. 2
0
        public static double NextPowerOfTwo(double n)
        {
            if (double.IsNaN(n) || double.IsInfinity(n))
            {
                throw new ArgumentOutOfRangeException(nameof(n), "Must be a number.");
            }
            if (n <= 0)
            {
                throw new ArgumentOutOfRangeException(nameof(n), "Must be positive.");
            }

            // Don't return negative powers of two, that's nonsense.
            if (n < 1)
            {
                return(1.0);
            }

            return(Math.Pow(2, Math.Floor(Math.Log(n, 2)) + 1));
        }