Esempio n. 1
0
        /// <summary>
        /// Performs interpolation between two quaternions using spherical linear interpolation.
        /// </summary>
        /// <param name="a">Quaternion</param>
        /// <param name="b">Quaternion</param>
        /// <param name="amount">Relative weight of the second quaternion in interpolation</param>
        /// <returns>Quaternion</returns>
        public static Quaternion32 Slerp(Quaternion32 a, Quaternion32 b, float amount)
        {
            float d, e, dot = Quaternion32.Dot(a, b);
            bool  flag = false;

            if (dot < 0.0)
            {
                flag = true;
                dot  = -dot;
            }
            if (dot > 0.999999)
            {
                d = 1.0f - amount;
                e = (flag ? (-amount) : amount);
            }
            else
            {
                float f = (float)Math.Acos(dot);
                float g = (float)(1.0 / Math.Sin(f));
                d = (float)Math.Sin(((1.0 - amount) * f)) * g;
                e = (float)(flag ? ((-Math.Sin((amount * f))) * g) : (Math.Sin((amount * f)) * g));
            }

            return(new Quaternion32(
                       d * a.X + e * b.X,
                       d * a.Y + e * b.Y,
                       d * a.Z + e * b.Z,
                       d * a.W + e * b.W));
        }
Esempio n. 2
0
        /// <summary>
        /// Performs linear interpolation between two quaternions based on a value indicating the weighting of the second quaternion.
        /// </summary>
        /// <param name="a">Quaternion</param>
        /// <param name="b">Quaternion</param>
        /// <param name="amount">Relative weight of the second quaternion in interpolation</param>
        /// <returns>Quaternion</returns>
        public static Quaternion32 Lerp(Quaternion32 a, Quaternion32 b, float amount)
        {
            float        f           = 1.0f - amount;
            Quaternion32 quaternion3 = default(Quaternion32);
            float        dot         = Dot(a, b);

            if (dot >= 0.0)
            {
                quaternion3.X = f * a.X + amount * b.X;
                quaternion3.Y = f * a.Y + amount * b.Y;
                quaternion3.Z = f * a.Z + amount * b.Z;
                quaternion3.W = f * a.W + amount * b.W;
            }
            else
            {
                quaternion3.X = f * a.X - amount * b.X;
                quaternion3.Y = f * a.Y - amount * b.Y;
                quaternion3.Z = f * a.Z - amount * b.Z;
                quaternion3.W = f * a.W - amount * b.W;
            }

            float norm = 1.0f / quaternion3.Abs;

            quaternion3.X *= norm;
            quaternion3.Y *= norm;
            quaternion3.Z *= norm;
            quaternion3.W *= norm;
            return(quaternion3);
        }
Esempio n. 3
0
 /// <summary>
 /// Tries to parse the string into Quaternion.
 /// </summary>
 /// <param name="quaternion">Input string</param>
 /// <param name="result">Quaternion</param>
 /// <returns>Boolean</returns>
 public static bool TryParse(string quaternion, ref Quaternion32 result)
 {
     try
     {
         result = Quaternion32.Parse(quaternion);
         return(true);
     }
     catch (FormatException)
     {
         result = new Quaternion32();
         return(false);
     }
 }
Esempio n. 4
0
        /// <summary>
        /// Concatenates two quaternions.
        /// </summary>
        /// <param name="a">Quaternion</param>
        /// <param name="b">Quaternion</param>
        /// <returns>Quaternion</returns>
        public static Quaternion32 Concatenate(Quaternion32 a, Quaternion32 b)
        {
            float x = b.X, y = b.Y, z = b.Z, w = b.W;
            float x2 = a.X, y2 = a.Y, z2 = a.Z, w2 = a.W;

            float e = y * z2 - z * y2;
            float f = z * x2 - x * z2;
            float c = x * y2 - y * x2;
            float d = x * x2 + y * y2 + z * z2;

            return(new Quaternion32(
                       x * w2 + x2 * w + e,
                       y * w2 + y2 * w + f,
                       z * w2 + z2 * w + c,
                       w * w2 - d));
        }
Esempio n. 5
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 /// <summary>
 /// Computes the scalar product of two quaternion.
 /// </summary>
 /// <param name="a">Quaternion</param>
 /// <param name="b">Quaternion</param>
 /// <returns>Quaternion</returns>
 public static float Dot(Quaternion32 a, Quaternion32 b)
 {
     return(a.X * b.X + a.Y * b.Y + a.Z * b.Z + a.W * b.W);
 }