예제 #1
0
        public static FP Angle(TSQuaternion a, TSQuaternion b)
        {
            TSQuaternion aInv = TSQuaternion.Inverse(a);
            TSQuaternion f    = b * aInv;

            FP angle = FP.Acos(f.w) * 2 * FP.Rad2Deg;

            if (angle > 180)
            {
                angle = 360 - angle;
            }

            return(angle);
        }
예제 #2
0
        public static TSQuaternion Slerp(TSQuaternion from, TSQuaternion to, FP t)
        {
            t = TSMath.Clamp(t, 0, 1);

            FP dot = Dot(from, to);

            if (dot < 0.0f)
            {
                to  = Multiply(to, -1);
                dot = -dot;
            }

            FP halfTheta = FP.Acos(dot);

            return(Multiply(Multiply(from, FP.Sin((1 - t) * halfTheta)) + Multiply(to, FP.Sin(t * halfTheta)), 1 / FP.Sin(halfTheta)));
        }
예제 #3
0
        public static TSQuaternion RotateTowards(TSQuaternion from, TSQuaternion to, FP maxDegreesDelta)
        {
            FP dot = Dot(from, to);

            if (dot < 0.0f)
            {
                to  = Multiply(to, -1);
                dot = -dot;
            }

            FP halfTheta = FP.Acos(dot);
            FP theta     = halfTheta * 2;

            maxDegreesDelta *= FP.Deg2Rad;

            if (maxDegreesDelta >= theta)
            {
                return(to);
            }

            maxDegreesDelta /= theta;

            return(Multiply(Multiply(from, FP.Sin((1 - maxDegreesDelta) * halfTheta)) + Multiply(to, FP.Sin(maxDegreesDelta * halfTheta)), 1 / FP.Sin(halfTheta)));
        }
예제 #4
0
 public static FP Angle(TSVector2 a, TSVector2 b)
 {
     return(FP.Acos(a.normalized * b.normalized) * FP.Rad2Deg);
 }