Esempio n. 1
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        public SpatialVectorDouble componentMultiplication(SpatialVectorDouble other)
        {
            Debug.Assert(other.matrix.arr.Length == matrix.arr.Length);
            SpatialVectorDouble result = new SpatialVectorDouble((uint)matrix.arr.Length);

            for (int i = 0; i < matrix.arr.Length; i++)
            {
                result[i] = matrix.arr[i] * other.matrix.arr[i];
            }

            return(result);
        }
Esempio n. 2
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        public static double dot(SpatialVectorDouble a, SpatialVectorDouble b)
        {
            Trace.Assert(a.matrix.arr.Length == b.matrix.arr.Length);

            double result = (double)0;

            for (int i = 0; i < a.matrix.arr.Length; i++)
            {
                result += (a.matrix.arr[i] * b.matrix.arr[i]);
            }

            return(result);
        }
Esempio n. 3
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        public static Quaternion makeFromEulerAngles(double x, double y, double z)
        {
            // from http://web.archive.org/web/20060914224155/http://web.archive.org:80/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html
            // Q60. How do I convert Euler rotation angles to a quaternion?

            SpatialVectorDouble
                basevectorX = new SpatialVectorDouble(new double[] { 1, 0, 0 }),
                basevectorY = new SpatialVectorDouble(new double[] { 0, 1, 0 }),
                basevectorZ = new SpatialVectorDouble(new double[] { 0, 0, 1 });

            Quaternion
                quaternionX = makeFromAxisAndAngle(basevectorX, x),
                quaternionY = makeFromAxisAndAngle(basevectorY, y),
                quaternionZ = makeFromAxisAndAngle(basevectorZ, z);

            return((quaternionX * quaternionY) * quaternionZ);
        }
Esempio n. 4
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        public static Quaternion makeFromAxisAndAngle(SpatialVectorDouble axis, double angle)
        {
            // source http://web.archive.org/web/20060914224155/http://web.archive.org:80/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q50
            // Q56. How do I convert a rotation axis and angle to a quaternion?
            SpatialVectorDouble normalizedAxis = axis.normalized();

            double sinAngle = System.Math.Sin(angle / 2.0);
            double cosAngle = System.Math.Cos(angle / 2.0);

            Quaternion result = new Quaternion();

            result.i      = normalizedAxis.x * sinAngle;
            result.j      = normalizedAxis.y * sinAngle;
            result.k      = normalizedAxis.z * sinAngle;
            result.scalar = cosAngle;
            return(result);
        }
Esempio n. 5
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 public static Matrix calcLocalToGlobalRotationAndTranslationMatrix(SpatialVectorDouble translation, SpatialVectorDouble rotation)
 {
     return(calcLocalToGlobalTranslationMatrix(translation) * calcLocalToGlobalRotationMatrix(rotation));
 }
Esempio n. 6
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 public static Matrix calcGlobalToLocalTranslationMatrix(SpatialVectorDouble translation)
 {
     return(calcLocalToGlobalTranslationMatrix(translation).inverse());
 }
Esempio n. 7
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 public static Matrix calcLocalToGlobalTranslationMatrix(SpatialVectorDouble translation)
 {
     return(Matrix44.createTranslation(translation.x, translation.y, translation.z));
 }
Esempio n. 8
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 public static Matrix calcGlobalToLocalRotationMatrix(SpatialVectorDouble rotation)
 {
     return(calcLocalToGlobalRotationMatrix(rotation).inverse());
 }