Pow() public static method

public static Pow ( Fix b, Fix exp ) : Fix
b Fix
exp Fix
return Fix
Esempio n. 1
0
        public FixQuaternion(ref FixTrans3 matrix)
        {
            Fix determinant = (matrix.M11 * (matrix.M22 * matrix.M33 - matrix.M32 * matrix.M23)) -
                              (matrix.M12 * (matrix.M21 * matrix.M33 - matrix.M31 * matrix.M23)) +
                              (matrix.M13 * (matrix.M21 * matrix.M32 - matrix.M31 * matrix.M22));

            Fix scale = FixMath.Pow(determinant, Fix.One / 3);
            Fix x, y, z;

            w = (FixMath.Sqrt(FixMath.Max(0, scale + matrix.M11 + matrix.M22 + matrix.M33)) / 2);
            x = (FixMath.Sqrt(FixMath.Max(0, scale + matrix.M11 - matrix.M22 - matrix.M33)) / 2);
            y = (FixMath.Sqrt(FixMath.Max(0, scale - matrix.M11 + matrix.M22 - matrix.M33)) / 2);
            z = (FixMath.Sqrt(FixMath.Max(0, scale - matrix.M11 - matrix.M22 + matrix.M33)) / 2);

            xyz = new FixVec3(x, y, z);

            if (matrix.M32 - matrix.M23 < 0)
            {
                X = -X;
            }
            if (matrix.M13 - matrix.M31 < 0)
            {
                Y = -Y;
            }
            if (matrix.M21 - matrix.M12 < 0)
            {
                Z = -Z;
            }
        }
Esempio n. 2
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        //https://gamedev.stackexchange.com/questions/50963/how-to-extract-euler-angles-from-transformation-matrix
        public FixVec3 EulerAngle()
        {
            FixVec3 ea = new FixVec3();

            ea.x = FixMath.Atan2(-m[1, 2], m[2, 2]);

            Fix cosYangle = FixMath.Sqrt(FixMath.Pow(m[0, 0], 2) + FixMath.Pow(m[0, 1], 2));

            ea.y = FixMath.Atan2(m[0, 2], cosYangle);

            Fix sinXangle = FixMath.Sin(ea.x);
            Fix cosXangle = FixMath.Cos(ea.x);

            ea.z = FixMath.Atan2((cosXangle * m[1, 0]) + (sinXangle * m[2, 0]), (cosXangle * m[1, 1]) + (sinXangle * m[2, 1]));
            return(ea);
        }