Esempio n. 1
0
        public static Vector4d AxisAngle(Quatd q)
        {
            double angle = 2 * Mathd.Acos(q.w);
            double den   = Mathd.Sqrt(1 - q.w * q.w);

            if (den == 0)
            {
                return(new Vector4d(0, 0, -1, angle));
            }
            return(new Vector4d(q.x / den, q.y / den, q.z / den, angle));
        }
Esempio n. 2
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        public Quatd Slerp(Quatd b, double t)
        {
            // Calculate cosine
            double cosom = x * b.x + y * b.y + z * b.z + w * b.w;

            var to1 = new Quatd();

            // Adjust signs if necessary
            if (cosom < 0.0)
            {
                cosom = -cosom;
                to1.x = -b.x;
                to1.y = -b.y;
                to1.z = -b.z;
                to1.w = -b.w;
            }
            else
            {
                to1.x = b.x;
                to1.y = b.y;
                to1.z = b.z;
                to1.w = b.w;
            }

            double sinom, scale0, scale1;

            // Calculate coefficients
            if (1.0 - cosom > Mathd.Epsilon)
            {
                // Standard case (Slerp)
                double omega = Mathd.Acos(cosom);
                sinom  = Mathd.Sin(omega);
                scale0 = Mathd.Sin((1.0f - t) * omega) / sinom;
                scale1 = Mathd.Sin(t * omega) / sinom;
            }
            else
            {
                // Quatdernions are very close so we can do a linear interpolation
                scale0 = 1.0f - t;
                scale1 = t;
            }

            // Calculate final values
            return(new Quatd
                   (
                       scale0 * x + scale1 * to1.x,
                       scale0 * y + scale1 * to1.y,
                       scale0 * z + scale1 * to1.z,
                       scale0 * w + scale1 * to1.w
                   ));
        }
Esempio n. 3
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        public Transform2Dd InterpolateWith(Transform2Dd m, double c)
        {
            double r1 = Rotation;
            double r2 = m.Rotation;

            Vector2d s1 = Scale;
            Vector2d s2 = m.Scale;

            // Slerp rotation
            var v1 = new Vector2d(Mathd.Cos(r1), Mathd.Sin(r1));
            var v2 = new Vector2d(Mathd.Cos(r2), Mathd.Sin(r2));

            double dot = v1.Dot(v2);

            // Clamp dot to [-1, 1]
            dot = dot < -1.0f ? -1.0f : (dot > 1.0f ? 1.0f : dot);

            Vector2d v;

            if (dot > 0.9995f)
            {
                // Linearly interpolate to avoid numerical precision issues
                v = v1.LinearInterpolate(v2, c).Normalized();
            }
            else
            {
                double   angle = c * Mathd.Acos(dot);
                Vector2d v3    = (v2 - v1 * dot).Normalized();
                v = v1 * Mathd.Cos(angle) + v3 * Mathd.Sin(angle);
            }

            // Extract parameters
            Vector2d p1 = origin;
            Vector2d p2 = m.origin;

            // Construct matrix
            var      res   = new Transform2Dd(Mathd.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
            Vector2d scale = s1.LinearInterpolate(s2, c);

            res.x *= scale;
            res.y *= scale;

            return(res);
        }
Esempio n. 4
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        /// <summary>
        /// Returns the result of the spherical linear interpolation between
        /// this quaternion and `to` by amount `weight`, but without
        /// checking if the rotation path is not bigger than 90 degrees.
        /// </summary>
        /// <param name="to">The destination quaternion for interpolation. Must be normalized.</param>
        /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
        /// <returns>The resulting quaternion of the interpolation.</returns>
        public Quatd Slerpni(Quatd to, double weight)
        {
            double dot = Dot(to);

            if (Mathd.Abs(dot) > 0.9999f)
            {
                return(this);
            }

            double theta     = Mathd.Acos(dot);
            double sinT      = 1.0f / Mathd.Sin(theta);
            double newFactor = Mathd.Sin(weight * theta) * sinT;
            double invFactor = Mathd.Sin((1.0f - weight) * theta) * sinT;

            return(new Quatd
                   (
                       invFactor * x + newFactor * to.x,
                       invFactor * y + newFactor * to.y,
                       invFactor * z + newFactor * to.z,
                       invFactor * w + newFactor * to.w
                   ));
        }
Esempio n. 5
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        public Quatd Slerpni(Quatd b, double t)
        {
            double dot = Dot(b);

            if (Mathd.Abs(dot) > 0.9999f)
            {
                return(this);
            }

            double theta     = Mathd.Acos(dot);
            double sinT      = 1.0f / Mathd.Sin(theta);
            double newFactor = Mathd.Sin(t * theta) * sinT;
            double invFactor = Mathd.Sin((1.0f - t) * theta) * sinT;

            return(new Quatd
                   (
                       invFactor * x + newFactor * b.x,
                       invFactor * y + newFactor * b.y,
                       invFactor * z + newFactor * b.z,
                       invFactor * w + newFactor * b.w
                   ));
        }
Esempio n. 6
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        /// <summary>
        /// Returns the result of the spherical linear interpolation between
        /// this quaternion and `to` by amount `weight`.
        ///
        /// Note: Both quaternions must be normalized.
        /// </summary>
        /// <param name="to">The destination quaternion for interpolation. Must be normalized.</param>
        /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
        /// <returns>The resulting quaternion of the interpolation.</returns>
        public Quatd Slerp(Quatd to, double weight)
        {
#if DEBUG
            if (!IsNormalized())
            {
                throw new InvalidOperationException("Quatd is not normalized");
            }
            if (!to.IsNormalized())
            {
                throw new ArgumentException("Argument is not normalized", nameof(to));
            }
#endif

            // Calculate cosine.
            double cosom = x * to.x + y * to.y + z * to.z + w * to.w;

            var to1 = new Quatd();

            // Adjust signs if necessary.
            if (cosom < 0.0)
            {
                cosom = -cosom;
                to1.x = -to.x;
                to1.y = -to.y;
                to1.z = -to.z;
                to1.w = -to.w;
            }
            else
            {
                to1.x = to.x;
                to1.y = to.y;
                to1.z = to.z;
                to1.w = to.w;
            }

            double sinom, scale0, scale1;

            // Calculate coefficients.
            if (1.0 - cosom > Mathd.Epsilon)
            {
                // Standard case (Slerp).
                double omega = Mathd.Acos(cosom);
                sinom  = Mathd.Sin(omega);
                scale0 = Mathd.Sin((1.0f - weight) * omega) / sinom;
                scale1 = Mathd.Sin(weight * omega) / sinom;
            }
            else
            {
                // Quaternions are very close so we can do a linear interpolation.
                scale0 = 1.0f - weight;
                scale1 = weight;
            }

            // Calculate final values.
            return(new Quatd
                   (
                       scale0 * x + scale1 * to1.x,
                       scale0 * y + scale1 * to1.y,
                       scale0 * z + scale1 * to1.z,
                       scale0 * w + scale1 * to1.w
                   ));
        }