Esempio n. 1
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        public Coordinate Rotate(Coordinate coord)
        {
            // http://content.gpwiki.org/index.php/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation
            var q    = new Quaternion(coord.Normalise(), 0);
            var temp = q * Conjugate();

            return((this * temp).Vector);
        }
Esempio n. 2
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        public Plane(Coordinate norm, decimal distanceFromOrigin)
        {
            Normal             = norm.Normalise();
            DistanceFromOrigin = distanceFromOrigin;
            PointOnPlane       = Normal * DistanceFromOrigin;

            A = Normal.X;
            B = Normal.Y;
            C = Normal.Z;
            D = -DistanceFromOrigin;
        }
Esempio n. 3
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        public Plane(Coordinate norm, Coordinate pointOnPlane)
        {
            Normal             = norm.Normalise();
            DistanceFromOrigin = Normal.Dot(pointOnPlane);
            PointOnPlane       = pointOnPlane;

            A = Normal.X;
            B = Normal.Y;
            C = Normal.Z;
            D = -DistanceFromOrigin;
        }
Esempio n. 4
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        public Vector(Coordinate normal, decimal distance)
            : base(0, 0, 0)
        {
            Normal   = normal.Normalise();
            Distance = distance;
            var temp = Normal * Distance;

            X = temp.X;
            Y = temp.Y;
            Z = temp.Z;
        }
Esempio n. 5
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        public static Matrix Rotation(Coordinate axis, decimal angle)
        {
            var cos = DMath.Cos(-angle);
            var sin = DMath.Sin(-angle);
            var t   = 1m - cos;

            axis = axis.Normalise();

            return(new Matrix(t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0,
                              t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0,
                              t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0,
                              0, 0, 0, 1));
        }
Esempio n. 6
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 public static Quaternion AxisAngle(Coordinate axis, decimal angle)
 {
     return(axis.VectorMagnitude() == 0
                ? Identity
                : new Quaternion(axis.Normalise() * DMath.Sin(angle / 2), DMath.Cos(angle / 2)).Normalise());
 }