Esempio n. 1
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        /// <summary>
        /// Initializes a new instance of the struct
        /// </summary>
        /// <param name="value">A vector containing the values with which to initialize the X, Y, and Z components</param>
        /// <param name="angle">Initial value for the angle of the quaternion</param>
        public Quaternion(Vector3 axis, float angle)
        {
            float angle2 = angle * 0.5f;
            float s      = Mathematics.Sin(angle2) / Vector3.Magnitude(axis);

            X = axis.X * s;
            Y = axis.Y * s;
            Z = axis.Z * s;
            W = Mathematics.Cos(angle2);
        }
Esempio n. 2
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        /// <summary>
        /// Creates a quaternion given a rotation and an axis
        /// </summary>
        /// <param name="axis">The axis of rotation</param>
        /// <param name="angle">The angle of rotation</param>
        /// <returns>The newly created quaternion</returns>
        public static Quaternion RotationAxis(Vector3 axis, float angle)
        {
            Vector3 normalized;

            normalized = Vector3.Normalize(axis);

            float half = angle * 0.5f;
            float sin  = Mathematics.Sin(half);
            float cos  = Mathematics.Cos(half);

            return(new Quaternion(normalized.X * sin, normalized.Y * sin, normalized.Z * sin, cos));
        }
Esempio n. 3
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        /// <summary>
        /// Creates a quaternion given a yaw, pitch, and roll value
        /// </summary>
        /// <param name="yaw">The yaw of rotation</param>
        /// <param name="pitch">The pitch of rotation</param>
        /// <param name="roll">The roll of rotation</param>
        /// <returns>The newly created quaternion</returns>
        public static Quaternion RotationYawPitchRoll(float yaw, float pitch, float roll)
        {
            float halfRoll  = roll * 0.5f;
            float halfPitch = pitch * 0.5f;
            float halfYaw   = yaw * 0.5f;

            float sinRoll  = Mathematics.Sin(halfRoll);
            float cosRoll  = Mathematics.Cos(halfRoll);
            float sinPitch = Mathematics.Sin(halfPitch);
            float cosPitch = Mathematics.Cos(halfPitch);
            float sinYaw   = Mathematics.Sin(halfYaw);
            float cosYaw   = Mathematics.Cos(halfYaw);

            return(new Quaternion(
                       (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll),
                       (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll),
                       (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll),
                       (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll)
                       ));
        }
Esempio n. 4
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        /// <summary>
        /// Exponentiates a quaternion
        /// </summary>
        /// <param name="value">The quaternion to exponentiate</param>
        /// <returns>The exponentiated quaternion</returns>
        public static Quaternion Exponential(Quaternion value)
        {
            Quaternion result = new Quaternion();

            float angle = Mathematics.Sqrt((value.X * value.X) + (value.Y * value.Y) + (value.Z * value.Z));
            float sin   = Mathematics.Sin(angle);

            if (Mathematics.Abs(sin) >= 0f)
            {
                float coeff = sin / angle;
                result.X = coeff * value.X;
                result.Y = coeff * value.Y;
                result.Z = coeff * value.Z;
            }
            else
            {
                result = value;
            }

            result.W = Mathematics.Cos(angle);

            return(result);
        }