コード例 #1
0
        /// <summary>
        /// Converts a rotation matrix to a quaternion.
        /// <see href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/"/>
        /// </summary>
        /// <param name="rotationMatrix">Rotation matrix to be converted. </param>
        /// <returns>Quaternion representation of the rotation matrix.</returns>
        public static Quaternion FromRotationMatrix(RotationMatrix rotationMatrix)
        {
            float w, x, y, z;

            float tr = rotationMatrix.XX + rotationMatrix.YY + rotationMatrix.ZZ;

            if (tr > 0)
            {
                float S = (float)Math.Sqrt(tr + 1.0) * 2; // S=4*w
                w = 0.25f * S;
                x = (rotationMatrix.ZY - rotationMatrix.YZ) / S;
                y = (rotationMatrix.XZ - rotationMatrix.ZX) / S;
                z = (rotationMatrix.YX - rotationMatrix.XY) / S;
            }
            else if ((rotationMatrix.XX > rotationMatrix.YY) & (rotationMatrix.XX > rotationMatrix.ZZ))
            {
                float S = (float)Math.Sqrt(1.0 + rotationMatrix.XX - rotationMatrix.YY - rotationMatrix.ZZ) * 2; // S=4*x
                w = (rotationMatrix.ZY - rotationMatrix.YZ) / S;
                x = 0.25f * S;
                y = (rotationMatrix.XY + rotationMatrix.YX) / S;
                z = (rotationMatrix.XZ + rotationMatrix.ZX) / S;
            }
            else if (rotationMatrix.YY > rotationMatrix.ZZ)
            {
                float S = (float)Math.Sqrt(1.0 + rotationMatrix.YY - rotationMatrix.XX - rotationMatrix.ZZ) * 2; // S=4*y
                w = (rotationMatrix.XZ - rotationMatrix.ZX) / S;
                x = (rotationMatrix.XY + rotationMatrix.YX) / S;
                y = 0.25f * S;
                z = (rotationMatrix.YZ + rotationMatrix.ZY) / S;
            }
            else
            {
                float S = (float)Math.Sqrt(1.0 + rotationMatrix.ZZ - rotationMatrix.XX - rotationMatrix.YY) * 2; // S=4*z
                w = (rotationMatrix.YX - rotationMatrix.XY) / S;
                x = (rotationMatrix.XZ + rotationMatrix.ZX) / S;
                y = (rotationMatrix.YZ + rotationMatrix.ZY) / S;
                z = 0.25f * S;
            }

            return(new Quaternion(w, x, y, z));
        }
コード例 #2
0
        /// <summary>
        /// Converts a quaternion to a rotation matrix.
        /// </summary>
        /// <param name="quaternion">Quaternion to be converted.</param>
        /// <returns>Rotation matrix representation of the quaternion. </returns>
        public static RotationMatrix ToRotationMatrix(Quaternion quaternion)
        {
            float qwqw = quaternion.W * quaternion.W; // calculate common terms to avoid repetition
            float qwqx = quaternion.W * quaternion.X;
            float qwqy = quaternion.W * quaternion.Y;
            float qwqz = quaternion.W * quaternion.Z;
            float qxqy = quaternion.X * quaternion.Y;
            float qxqz = quaternion.X * quaternion.Z;
            float qyqz = quaternion.Y * quaternion.Z;

            RotationMatrix matrix = new RotationMatrix();

            matrix.XX = 2.0f * (qwqw - 0.5f + quaternion.X * quaternion.X);
            matrix.XY = 2.0f * (qxqy + qwqz);
            matrix.XZ = 2.0f * (qxqz - qwqy);
            matrix.YX = 2.0f * (qxqy - qwqz);
            matrix.YY = 2.0f * (qwqw - 0.5f + quaternion.Y * quaternion.Y);
            matrix.YZ = 2.0f * (qyqz + qwqx);
            matrix.ZX = 2.0f * (qxqz + qwqy);
            matrix.ZY = 2.0f * (qyqz - qwqx);
            matrix.ZZ = 2.0f * (qwqw - 0.5f + quaternion.Z * quaternion.Z);

            return(matrix);
        }