コード例 #1
0
		/// <summary>
		/// Do Spherical linear interpolation between two quaternions 
		/// </summary>
		/// <param name="q1">The first quaternion</param>
		/// <param name="q2">The second quaternion</param>
		/// <param name="blend">The blend factor</param>
		/// <returns>A smooth blend between the given quaternions</returns>
		public static Quaternion Slerp(Quaternion q1, Quaternion q2, float blend)
		{
			// if either input is zero, return the other.
			if (q1.LengthSquared == 0.0f)
			{
				if (q2.LengthSquared == 0.0f)
				{
					return Identity;
				}
				return q2;
			}
			else if (q2.LengthSquared == 0.0f)
			{
				return q1;
			}


			float cosHalfAngle = q1.W * q2.W + Vector3.Dot(q1.XYZ, q2.XYZ);

			if (cosHalfAngle >= 1.0f || cosHalfAngle <= -1.0f)
			{
				// angle = 0.0f, so just return one input.
				return q1;
			}
			else if (cosHalfAngle < 0.0f)
			{
				q2.XYZ = -q2.XYZ;
				q2.W = -q2.W;
				cosHalfAngle = -cosHalfAngle;
			}

			float blendA;
			float blendB;
			if (cosHalfAngle < 0.99f)
			{
				// do proper slerp for big angles
				float halfAngle = (float)System.Math.Acos(cosHalfAngle);
				float sinHalfAngle = (float)System.Math.Sin(halfAngle);
				float oneOverSinHalfAngle = 1.0f / sinHalfAngle;
				blendA = (float)System.Math.Sin(halfAngle * (1.0f - blend)) * oneOverSinHalfAngle;
				blendB = (float)System.Math.Sin(halfAngle * blend) * oneOverSinHalfAngle;
			}
			else
			{
				// do lerp if angle is really small.
				blendA = 1.0f - blend;
				blendB = blend;
			}

			Quaternion result = new Quaternion(blendA * q1.XYZ + blendB * q2.XYZ, blendA * q1.W + blendB * q2.W);
			if (result.LengthSquared > 0.0f)
				return Normalize(result);
			else
				return Identity;
		}
コード例 #2
0
		/// <summary>
		/// Scale the given quaternion to unit length
		/// </summary>
		/// <param name="q">The quaternion to normalize</param>
		/// <returns>The normalized quaternion</returns>
		public static Quaternion Normalize(Quaternion q)
		{
			float scale = 1.0f / q.Length;
			q.XYZ *= scale;
			q.W *= scale;
			return q;
		}
コード例 #3
0
		/// <summary>
		/// Scale the given quaternion to unit length
		/// </summary>
		/// <param name="q">The quaternion to normalize</param>
		/// <param name="result">The normalized quaternion</param>
		public static void Normalize(ref Quaternion q, out Quaternion result)
		{
			float scale = 1.0f / q.Length;
			result.XYZ = q.XYZ * scale;
			result.W = q.W * scale;
		}
コード例 #4
0
		/// <summary>
		/// Get the inverse of the given quaternion
		/// </summary>
		/// <param name="q">The quaternion to invert</param>
		/// <returns>The inverse of the given quaternion</returns>
		public static Quaternion Invert(Quaternion q)
		{
			float lengthSq = q.LengthSquared;
			if (lengthSq != 0.0)
			{
				float i = 1.0f / lengthSq;
				q.XYZ *= -i;
				q.W *= i;
			}
			return q;
		}
コード例 #5
0
		/// <summary>
		/// Get the inverse of the given quaternion
		/// </summary>
		/// <param name="q">The quaternion to invert</param>
		/// <param name="result">The inverse of the given quaternion</param>
		public static void Invert(ref Quaternion q, out Quaternion result)
		{
			float lengthSq = q.LengthSquared;
			if (lengthSq != 0.0)
			{
				float i = 1.0f / lengthSq;
				result.XYZ = q.XYZ * -i;
				result.W = q.W * i;
			}
			else
			{
				result = q;
			}
		}
コード例 #6
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		/// <summary>
		/// Get the conjugate of the given quaternion
		/// </summary>
		/// <param name="q">The quaternion</param>
		/// <returns>The conjugate of the given quaternion</returns>
		public static Quaternion Conjugate(Quaternion q)
		{
			q.XYZ = -q.XYZ;
			return q;
		}
コード例 #7
0
		/// <summary>
		/// Get the conjugate of the given quaternion
		/// </summary>
		/// <param name="q">The quaternion</param>
		/// <param name="result">The conjugate of the given quaternion</param>
		public static void Conjugate(ref Quaternion q, out Quaternion result)
		{
			result.XYZ = -q.XYZ;
			result.W = q.W;
		}
コード例 #8
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		public static Quaternion Mult(Quaternion left, Quaternion right)
		{
			float w = left.W * right.W - Vector3.Dot(left.XYZ, right.XYZ);
			left.XYZ = right.W * left.XYZ + left.W * right.XYZ + Vector3.Cross(left.XYZ, right.XYZ);
			left.W = w;
			return left;
		}
コード例 #9
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		public static void Mult(ref Quaternion left, ref Quaternion right, out Quaternion result)
		{
			result.W = left.W * right.W - Vector3.Dot(left.XYZ, right.XYZ);
			result.XYZ = right.W * left.XYZ + left.W * right.XYZ + Vector3.Cross(left.XYZ, right.XYZ);
		}
コード例 #10
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		public static void Sub(ref Quaternion left, ref Quaternion right, out Quaternion result)
		{
            result.XYZ = left.XYZ - right.XYZ;
            result.W = left.W - right.W;
		}
コード例 #11
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		public static Quaternion Sub(Quaternion left, Quaternion right)
        {
            left.XYZ -= right.XYZ;
            left.W -= right.W;
            return left;
		}
コード例 #12
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		/// <summary>
		/// Add two quaternions
		/// </summary>
		/// <param name="left">The first operand</param>
		/// <param name="right">The second operand</param>
		/// <param name="result">The result of the addition</param>
		public static void Add(ref Quaternion left, ref Quaternion right, out Quaternion result)
		{
            result.XYZ = left.XYZ + right.XYZ;
            result.W = left.W + right.W;
		}
コード例 #13
0
		/// <summary>
		/// Add two quaternions
		/// </summary>
		/// <param name="left">The first operand</param>
		/// <param name="right">The second operand</param>
		/// <returns>The result of the addition</returns>
		public static Quaternion Add(Quaternion left, Quaternion right)
        {
            left.XYZ += right.XYZ;
            left.W += right.W;
            return left;
        }
コード例 #14
0
		/// <summary>
		/// Build a rotation matrix from a quaternion
		/// </summary>
		/// <param name="q">the quaternion</param>
		/// <returns>A rotation matrix</returns>
		public static Matrix4 Rotate(Quaternion q)
		{
			Vector3 axis;
			float angle;
			q.ToAxisAngle(out axis, out angle);
			return Rotate(axis, angle);
		}