예제 #1
0
 /// <summary>
 /// copy constructor
 /// </summary>
 public qdouble(qdouble q)
 {
     this.x = q.x;
     this.y = q.y;
     this.z = q.z;
     this.w = q.w;
 }
예제 #2
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        /// <summary>
        /// Create a quaternion from two normalized axis (http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors)
        /// </summary>
        public qdouble(double3 u, double3 v)
        {
            var localW = double3.Cross(u, v);
            var dot    = double3.Dot(u, v);
            var q      = new qdouble(localW.x, localW.y, localW.z, 1.0 + dot).Normalized;

            this.x = q.x;
            this.y = q.y;
            this.z = q.z;
            this.w = q.w;
        }
예제 #3
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        /// <summary>
        /// Calculates a proper spherical interpolation between two quaternions (only works for normalized quaternions).
        /// </summary>
        public static qdouble Mix(qdouble x, qdouble y, double a)
        {
            var cosTheta = (double)Dot(x, y);

            if (cosTheta > 1 - float.Epsilon)
            {
                return(Lerp(x, y, a));
            }
            else
            {
                var angle = System.Math.Acos((double)cosTheta);
                return((System.Math.Sin((1 - (double)a) * angle) * x + System.Math.Sin((double)a * angle) * y) / System.Math.Sin(angle));
            }
        }
예제 #4
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        /// <summary>
        /// Calculates a proper spherical interpolation between two quaternions (only works for normalized quaternions).
        /// </summary>
        public static qdouble SLerp(qdouble x, qdouble y, double a)
        {
            var z        = y;
            var cosTheta = (double)Dot(x, y);

            if (cosTheta < 0)
            {
                z = -y; cosTheta = -cosTheta;
            }
            if (cosTheta > 1 - float.Epsilon)
            {
                return(Lerp(x, z, a));
            }
            else
            {
                var angle = System.Math.Acos((double)cosTheta);
                return((System.Math.Sin((1 - (double)a) * angle) * x + System.Math.Sin((double)a * angle) * z) / System.Math.Sin(angle));
            }
        }
예제 #5
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        /// <summary>
        /// Tries to convert the string representation of the quaternion into a quaternion representation (using a designated separator), returns false if string was invalid.
        /// </summary>
        public static bool TryParse(string s, string sep, out qdouble result)
        {
            result = Zero;
            if (string.IsNullOrEmpty(s))
            {
                return(false);
            }
            var kvp = s.Split(new[] { sep }, StringSplitOptions.None);

            if (kvp.Length != 4)
            {
                return(false);
            }
            double x = 0.0, y = 0.0, z = 0.0, w = 0.0;
            var    ok = ((double.TryParse(kvp[0].Trim(), out x) && double.TryParse(kvp[1].Trim(), out y)) && (double.TryParse(kvp[2].Trim(), out z) && double.TryParse(kvp[3].Trim(), out w)));

            result = ok ? new qdouble(x, y, z, w) : Zero;
            return(ok);
        }
예제 #6
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 /// <summary>
 /// Returns a bool4 from component-wise application of Equal (lhs == rhs).
 /// </summary>
 public static bool4 Equal(qdouble lhs, double rhs) => new bool4(lhs.x == rhs, lhs.y == rhs, lhs.z == rhs, lhs.w == rhs);
예제 #7
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 /// <summary>
 /// Returns a bool4 from component-wise application of IsPositiveInfinity (double.IsPositiveInfinity(v)).
 /// </summary>
 public static bool4 IsPositiveInfinity(qdouble v) => new bool4(double.IsPositiveInfinity(v.x), double.IsPositiveInfinity(v.y), double.IsPositiveInfinity(v.z), double.IsPositiveInfinity(v.w));
예제 #8
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 /// <summary>
 /// Returns a bool4 from component-wise application of IsNaN (double.IsNaN(v)).
 /// </summary>
 public static bool4 IsNaN(qdouble v) => new bool4(double.IsNaN(v.x), double.IsNaN(v.y), double.IsNaN(v.z), double.IsNaN(v.w));
예제 #9
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 /// <summary>
 /// Returns a bool4 from component-wise application of IsFinite (!double.IsNaN(v) &amp;&amp; !double.IsInfinity(v)).
 /// </summary>
 public static bool4 IsFinite(qdouble v) => new bool4(!double.IsNaN(v.x) && !double.IsInfinity(v.x), !double.IsNaN(v.y) && !double.IsInfinity(v.y), !double.IsNaN(v.z) && !double.IsInfinity(v.z), !double.IsNaN(v.w) && !double.IsInfinity(v.w));
예제 #10
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 /// <summary>
 /// Returns a bool4 from component-wise application of IsNaN (double.IsNaN(v)).
 /// </summary>
 public static bool4 IsNaN(qdouble v) => qdouble.IsNaN(v);
예제 #11
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 /// <summary>
 /// Returns a bool4 from component-wise application of GreaterThanEqual (lhs &gt;= rhs).
 /// </summary>
 public static bool4 GreaterThanEqual(double lhs, qdouble rhs) => new bool4(lhs >= rhs.x, lhs >= rhs.y, lhs >= rhs.z, lhs >= rhs.w);
예제 #12
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 /// <summary>
 /// Returns a bool4 from component-wise application of GreaterThan (lhs &gt; rhs).
 /// </summary>
 public static bool4 GreaterThan(qdouble lhs, double rhs) => new bool4(lhs.x > rhs, lhs.y > rhs, lhs.z > rhs, lhs.w > rhs);
예제 #13
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 /// <summary>
 /// Returns a bool4 from component-wise application of IsFinite (!double.IsNaN(v) &amp;&amp; !double.IsInfinity(v)).
 /// </summary>
 public static bool4 IsFinite(qdouble v) => qdouble.IsFinite(v);
예제 #14
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 /// <summary>
 /// Returns the cross product between two quaternions.
 /// </summary>
 public static qdouble Cross(qdouble q1, qdouble q2) => new qdouble(q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y, q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z, q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x, q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z);
예제 #15
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 /// <summary>
 /// Returns the inner product (dot product, scalar product) of the two quaternions.
 /// </summary>
 public static double Dot(qdouble lhs, qdouble rhs) => ((lhs.x * rhs.x + lhs.y * rhs.y) + (lhs.z * rhs.z + lhs.w * rhs.w));
예제 #16
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 /// <summary>
 /// Tries to convert the string representation of the quaternion into a quaternion representation (using ', ' as a separator), returns false if string was invalid.
 /// </summary>
 public static bool TryParse(string s, out qdouble result) => TryParse(s, ", ", out result);
예제 #17
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 /// <summary>
 /// Returns true iff this equals rhs component-wise.
 /// </summary>
 public bool Equals(qdouble rhs) => ((x.Equals(rhs.x) && y.Equals(rhs.y)) && (z.Equals(rhs.z) && w.Equals(rhs.w)));
예제 #18
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 /// <summary>
 /// Returns a qdouble from component-wise application of Lerp (min * (1-a) + max * a).
 /// </summary>
 public static qdouble Lerp(double min, double max, qdouble a) => new qdouble(min * (1 - a.x) + max * a.x, min * (1 - a.y) + max * a.y, min * (1 - a.z) + max * a.z, min * (1 - a.w) + max * a.w);
예제 #19
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 /// <summary>
 /// Returns a bool4 from component-wise application of NotEqual (lhs != rhs).
 /// </summary>
 public static bool4 NotEqual(qdouble lhs, double rhs) => new bool4(lhs.x != rhs, lhs.y != rhs, lhs.z != rhs, lhs.w != rhs);
예제 #20
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 /// <summary>
 /// Returns a bool4 from component-wise application of LesserThanEqual (lhs &lt;= rhs).
 /// </summary>
 public static bool4 LesserThanEqual(qdouble lhs, double rhs) => new bool4(lhs.x <= rhs, lhs.y <= rhs, lhs.z <= rhs, lhs.w <= rhs);
예제 #21
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 /// <summary>
 /// Returns a bool4 from component-wise application of NotEqual (lhs != rhs).
 /// </summary>
 public static bool4 NotEqual(double lhs, qdouble rhs) => new bool4(lhs != rhs.x, lhs != rhs.y, lhs != rhs.z, lhs != rhs.w);
예제 #22
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 /// <summary>
 /// Returns a qdouble from component-wise application of Lerp (min * (1-a) + max * a).
 /// </summary>
 public static qdouble Lerp(qdouble min, qdouble max, double a) => new qdouble(min.x * (1 - a) + max.x * a, min.y * (1 - a) + max.y * a, min.z * (1 - a) + max.z * a, min.w * (1 - a) + max.w * a);
예제 #23
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 /// <summary>
 /// Returns a bool4 from component-wise application of GreaterThanEqual (lhs &gt;= rhs).
 /// </summary>
 public static bool4 GreaterThanEqual(qdouble lhs, double rhs) => new bool4(lhs.x >= rhs, lhs.y >= rhs, lhs.z >= rhs, lhs.w >= rhs);
예제 #24
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 /// <summary>
 /// Returns a bool4 from component-wise application of IsInfinity (double.IsInfinity(v)).
 /// </summary>
 public static bool4 IsInfinity(qdouble v) => qdouble.IsInfinity(v);
예제 #25
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 /// <summary>
 /// Returns a bool4 from component-wise application of LesserThan (lhs &lt; rhs).
 /// </summary>
 public static bool4 LesserThan(qdouble lhs, double rhs) => new bool4(lhs.x < rhs, lhs.y < rhs, lhs.z < rhs, lhs.w < rhs);
예제 #26
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 /// <summary>
 /// Returns a bool4 from component-wise application of IsPositiveInfinity (double.IsPositiveInfinity(v)).
 /// </summary>
 public static bool4 IsPositiveInfinity(qdouble v) => qdouble.IsPositiveInfinity(v);
예제 #27
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 /// <summary>
 /// Returns a bool4 from component-wise application of LesserThanEqual (lhs &lt;= rhs).
 /// </summary>
 public static bool4 LesserThanEqual(double lhs, qdouble rhs) => new bool4(lhs <= rhs.x, lhs <= rhs.y, lhs <= rhs.z, lhs <= rhs.w);
예제 #28
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 /// <summary>
 /// Applies squad interpolation of these quaternions
 /// </summary>
 public static qdouble Squad(qdouble q1, qdouble q2, qdouble s1, qdouble s2, double h) => Mix(Mix(q1, q2, h), Mix(s1, s2, h), 2 * (1 - h) * h);
예제 #29
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 /// <summary>
 /// Returns a qdouble from component-wise application of Lerp (min * (1-a) + max * a).
 /// </summary>
 public static qdouble Lerp(qdouble min, double max, qdouble a) => new qdouble(min.x * (1 - a.x) + max * a.x, min.y * (1 - a.y) + max * a.y, min.z * (1 - a.z) + max * a.z, min.w * (1 - a.w) + max * a.w);
예제 #30
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 /// <summary>
 /// Returns a hash code for this instance.
 /// </summary>
 public static int GetHashCode(qdouble q) => q.GetHashCode();