/// <summary> /// I only made this public so I could hook a tester to it /// </summary> public static void OrthonormalizeOrientation(MyMatrix3 orientation) { // Do some crazy math (something about constraining 9 degrees of freedom of a matrix down to 3) MyVector x = new MyVector(orientation.M11, orientation.M21, orientation.M31); x.BecomeUnitVector(); MyVector y = new MyVector(orientation.M12, orientation.M22, orientation.M32); // just store a temp variable into y (until I calculate z) MyVector z = MyVector.Cross(x, y); z.BecomeUnitVector(); y = MyVector.Cross(z, x); y.BecomeUnitVector(); // Overwrite the matrix passed in orientation.M11 = x.X; orientation.M12 = y.X; orientation.M13 = z.X; orientation.M21 = x.Y; orientation.M22 = y.Y; orientation.M23 = z.Y; orientation.M31 = x.Z; orientation.M32 = y.Z; orientation.M33 = z.Z; }
/// <summary> /// This creates a new vector that is the vector with a length of one /// </summary> public static MyVector BecomeUnitVector(MyVector vector) { MyVector retVal = vector.Clone(); retVal.BecomeUnitVector(); return(retVal); }
/// <summary> /// I will internally rotate the vectors around, get the Z component to drop out, and only return Theta. I will not change the values /// of the vectors passed in /// </summary> public static double GetAngleBetweenVectors(MyVector v1, MyVector v2) { // Get the dot product of the two vectors (I use retVal, just because it makes a convenient temp variable) double retVal = Dot(MyVector.BecomeUnitVector(v1), MyVector.BecomeUnitVector(v2)); // Now pull the arccos of the dot product retVal = Math.Acos(retVal); // Exit Function return(retVal); }
/// <summary> /// This constructs a unit quaternion that represents the rotation /// </summary> public MyQuaternion(MyVector rotationAxis, double radians) { double halfAngle = radians / 2d; double sinHalfAngle = Math.Sin(halfAngle); MyVector rotateAroundUnit = MyVector.BecomeUnitVector(rotationAxis); // Set my values this.X = rotateAroundUnit.X * sinHalfAngle; this.Y = rotateAroundUnit.Y * sinHalfAngle; this.Z = rotateAroundUnit.Z * sinHalfAngle; this.W = Math.Cos(halfAngle); }
private void button1_Click(object sender, EventArgs e) { MyVector v1 = new MyVector(3, 4, 5); v1.Add(1, 2, 3); v1.BecomeUnitVector(); MyVector v2 = v1.Clone(); v2.Multiply(3); v1.Divide(3); }
/// <summary> /// This gives the dot product between the two vectors passed in. This overload allows for the /// vectors to be normalized first. /// </summary> /// <param name="becomeUnitVectors"> /// This tells the funtion to make them unit vectors first (forces the output to -1 to 1) /// NOTE: If you're going to pass false, then use the simpler overload. It will avoid the if statement. /// </param> public static double Dot(MyVector v1, MyVector v2, bool becomeUnitVectors) { // See if they need to become unit vectors first if (becomeUnitVectors) { // Turn the vectors passed in into unit vectors first MyVector working1 = MyVector.BecomeUnitVector(v1); MyVector working2 = MyVector.BecomeUnitVector(v2); // Exit Function return((working1.X * working2.X) + (working1.Y * working2.Y) + (working1.Z * working2.Z)); } else { return((v1.X * v2.X) + (v1.Y * v2.Y) + (v1.Z * v2.Z)); } }
private MyVector GetSpinVelocityAtPoint(ref AngularVelocityInfo angularInfo, out MyVector dirToCenterLine, MyVector dirFacingWorld, MyVector lineBetween, MyVector blipPosition) { // Get a line that's orthogonal to lineBetween, and always points toward the dirFacingWorld vector dirToCenterLine = MyVector.Cross(MyVector.Cross(lineBetween, dirFacingWorld), lineBetween); dirToCenterLine.BecomeUnitVector(); if (angularInfo == null) { #region Cache Angular Velocity angularInfo = new AngularVelocityInfo(); if (_ship.TorqueBall != null) { angularInfo.AngularVelocity = _ship.TorqueBall.AngularVelocity.GetMagnitude(); angularInfo.SpinDirection = MyVector.Cross(_ship.TorqueBall.AngularVelocity, _ship.TorqueBall.DirectionFacing.Standard); angularInfo.SpinDirection.BecomeUnitVector(); angularInfo.CenterMass = _ship.TorqueBall.Rotation.GetRotatedVector(_ship.TorqueBall.CenterOfMass, true); angularInfo.CenterMass.Add(_ship.TorqueBall.Position); } else { angularInfo.SpinDirection = dirToCenterLine.Clone(); angularInfo.AngularVelocity = 0d; angularInfo.CenterMass = _ship.Ball.Position.Clone(); } #endregion } // Get the line between the blip and the center of mass MyVector lineBetweenCM = blipPosition - angularInfo.CenterMass; // Figure out my velocity of spin where the blip is return angularInfo.SpinDirection * (angularInfo.AngularVelocity * lineBetweenCM.GetMagnitude()); }
private void StoreMouseMove(int x, int y) { MyVector safe = new MyVector(); safe.X = UtilityCore.GetScaledValue(_multiplier * -1d, _multiplier, 0, this.Width, x); safe.Y = UtilityCore.GetScaledValue(_multiplier * -1d, _multiplier, 0, this.Height, y); double safeMultiplier = _multiplier * SAFEPERCENT; // I don't want to butt up against the multiplier, or store value will increase it on me if (safe.GetMagnitudeSquared() > safeMultiplier * safeMultiplier) { safe.BecomeUnitVector(); safe.Multiply(safeMultiplier); } StoreNewValue(safe.X, safe.Y, 0d); }