Esempio n. 1
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        /// <summary>
        /// Convert from float matrix to double matrix.
        /// </summary>
        /// <param name="m">Float matrix.</param>
        /// <returns>Double matrix.</returns>
        public static DMatrix4x4 FromMatrix4x4(Matrix4x4 m)
        {
            DMatrix4x4 dm = new DMatrix4x4((double)m.m00, (double)m.m01, (double)m.m02, (double)m.m03,
                                           (double)m.m10, (double)m.m11, (double)m.m12, (double)m.m13,
                                           (double)m.m20, (double)m.m21, (double)m.m22, (double)m.m23,
                                           (double)m.m30, (double)m.m31, (double)m.m32, (double)m.m33);

            return(dm);
        }
Esempio n. 2
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        /// <summary>
        /// Create a translation and rotation matrix.
        /// </summary>
        /// <param name="translation">Translation as 3 doubles in a DVector3 struct.</param>
        /// <param name="orientation">Orientation as 4 doubles in a DVector4 struct.</param>
        /// <returns>Double matrix.</returns>
        public static DMatrix4x4 TR(DVector3 translation, DVector4 orientation)
        {
            double[] dTranslation = new double[3];
            double[] dOrientation = new double[4];

            dTranslation[0] = translation.x;
            dTranslation[1] = translation.y;
            dTranslation[2] = translation.z;

            dOrientation[0] = orientation.x;
            dOrientation[1] = orientation.y;
            dOrientation[2] = orientation.z;
            dOrientation[3] = orientation.w;

            return(DMatrix4x4.TR(dTranslation, dOrientation));
        }
Esempio n. 3
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        /// <summary>
        /// Retrive translation vector from matrix.
        /// </summary>
        /// <param name="translation">Translation in vector double array, x, y, z.</param>
        /// <param name="orientation">Orientation in quaternion double array, x, y, z, w.</param>
        /// <returns>Double matrix.</returns>
        private static DMatrix4x4 TR(double[] translation, double[] orientation)
        {
            DMatrix4x4 dmat = new DMatrix4x4();
            double     sqw  = orientation[3] * orientation[3];
            double     sqx  = orientation[0] * orientation[0];
            double     sqy  = orientation[1] * orientation[1];
            double     sqz  = orientation[2] * orientation[2];

            // invs (inverse square length) is only required if quaternion is not already normalised
            double invs = 1 / (sqx + sqy + sqz + sqw);

            dmat.m00 = (sqx - sqy - sqz + sqw) * invs;
            dmat.m11 = (-sqx + sqy - sqz + sqw) * invs;
            dmat.m22 = (-sqx - sqy + sqz + sqw) * invs;

            double tmp1 = orientation[0] * orientation[1];
            double tmp2 = orientation[2] * orientation[3];

            dmat.m10 = 2.0 * (tmp1 + tmp2) * invs;
            dmat.m01 = 2.0 * (tmp1 - tmp2) * invs;

            tmp1     = orientation[0] * orientation[2];
            tmp2     = orientation[1] * orientation[3];
            dmat.m20 = 2.0 * (tmp1 - tmp2) * invs;
            dmat.m02 = 2.0 * (tmp1 + tmp2) * invs;
            tmp1     = orientation[1] * orientation[2];
            tmp2     = orientation[0] * orientation[3];
            dmat.m21 = 2.0 * (tmp1 + tmp2) * invs;
            dmat.m12 = 2.0 * (tmp1 - tmp2) * invs;

            dmat.m03 = translation[0];
            dmat.m13 = translation[1];
            dmat.m23 = translation[2];
            dmat.m33 = 1.0;

            return(dmat);
        }