コード例 #1
0
ファイル: Quaternion.cs プロジェクト: zaki/irrlicht.net
 // Copy constructor (had to do this because we cannot overload operator "=" in C#
 public Quaternion(Quaternion other)
 {
     m_x = other.X;
     m_y = other.Y;
     m_z = other.Z;
     m_w = other.W;
 }
コード例 #2
0
ファイル: Quaternion.cs プロジェクト: zaki/irrlicht.net
        //! Interpolates the Quaternion between to Quaternions based on time
        public Quaternion Slerp(Quaternion q1, Quaternion q2, float time)
        {
            float angle = q1.GetDotProduct(q2);

            if (angle < 0.0f)
            {
                q1 *= -1.0f;
                angle *= -1.0f;
            }

            float scale;
            float invscale;

            if ((angle + 1.0f) > 0.05f)
            {
                if ((1.0f - angle) >= 0.05f)  // spherical interpolation
                {
                    float theta = (float)Math.Acos(angle);
                    float invsintheta = 1.0f / (float)Math.Sin(theta);
                    scale = (float)Math.Sin(theta * (1.0f - time)) * invsintheta;
                    invscale = (float)Math.Sin(theta * time) * invsintheta;
                }
                else // linear interploation
                {
                    scale = 1.0f - time;
                    invscale = time;
                }
            }
            else
            {
                q2 = new Quaternion(-q1.Y, q1.X, -q1.W, q1.Z);
                scale = (float)Math.Sin(Math.PI * (0.5f - time));
                invscale = (float)Math.Sin(Math.PI * time);
            }

            Quaternion t_tmp = (q1 * scale) + (q2 * invscale);
            this.m_x = t_tmp.X;
            this.m_y = t_tmp.Y;
            this.m_z = t_tmp.Z;
            this.m_w = t_tmp.W;
            return this;
        }
コード例 #3
0
ファイル: Quaternion.cs プロジェクト: zaki/irrlicht.net
        //! sets new Quaternion based on euler angles
        public static Quaternion FromEulerAngles(float x, float y, float z)
        {
            Quaternion t_tmp = new Quaternion();
            //TODO Duplicated code (Method Set(x,y,z))
            double angle;

            angle = x * 0.5;
            double sr = (float)Math.Sin(angle);
            double cr = (float)Math.Cos(angle);

            angle = y * 0.5;
            double sp = (float)Math.Sin(angle);
            double cp = (float)Math.Cos(angle);

            angle = z * 0.5;
            double sy = (float)Math.Sin(angle);
            double cy = (float)Math.Cos(angle);

            double cpcy = cp * cy;
            double spcy = sp * cy;
            double cpsy = cp * sy;
            double spsy = sp * sy;

            t_tmp.X = (float)(sr * cpcy - cr * spsy);
            t_tmp.Y = (float)(cr * spcy + sr * cpsy);
            t_tmp.Z = (float)(cr * cpsy - sr * spcy);
            t_tmp.W = (float)(cr * cpcy + sr * spsy);

            t_tmp.Normalize();
            return t_tmp;
        }
コード例 #4
0
ファイル: Quaternion.cs プロジェクト: zaki/irrlicht.net
 //! calculates the dot product
 public float GetDotProduct(Quaternion q2)
 {
     return (m_x * q2.X) + (m_y * q2.Y) + (m_z * q2.Z) + (m_w * q2.W);
 }
コード例 #5
0
ファイル: Quaternion.cs プロジェクト: zaki/irrlicht.net
        //! multiplication by a quaternion operator
        public static Quaternion operator *(Quaternion lhs, Quaternion rhs)
        {
            Quaternion tmp = new Quaternion();

            tmp.W = (rhs.W * lhs.W) - (rhs.X * lhs.X) - (rhs.Y * lhs.Y) - (rhs.Z * lhs.Z);
            tmp.X = (rhs.W * lhs.X) + (rhs.X * lhs.W) + (rhs.Y * lhs.Z) - (rhs.Z * lhs.Y);
            tmp.Y = (rhs.W * lhs.Y) + (rhs.Y * lhs.W) + (rhs.Z * lhs.X) - (rhs.X * lhs.Z);
            tmp.Z = (rhs.W * lhs.Z) + (rhs.Z * lhs.W) + (rhs.X * lhs.Y) - (rhs.Y * lhs.X);

            return tmp;
        }