Пример #1
0
        private static void Decompose(Matrix4x4 m, out Vector t, out Quaternion r, out Matrix4x4 s)
        {
            // Extract translation _T_ from transformation matrix
            t.X = m.M[0, 3];
            t.Y = m.M[1, 3];
            t.Z = m.M[2, 3];

            // Compute new transformation matrix _M_ without translation
            Matrix4x4 M = m.Clone();
            for (int i = 0; i < 3; ++i)
                M.M[i, 3] = M.M[3, i] = 0.0f;
            M.M[3, 3] = 1.0f;

            // Extract rotation _R_ from transformation matrix
            float norm;
            int count = 0;
            Matrix4x4 R = M.Clone();
            do
            {
                // Compute next matrix _Rnext_ in series
                var Rnext = new Matrix4x4();
                var Rit = Matrix4x4.Invert(Matrix4x4.Transpose(R));
                for (int i = 0; i < 4; ++i)
                    for (int j = 0; j < 4; ++j)
                        Rnext.M[i, j] = 0.5f * (R.M[i, j] + Rit.M[i, j]);

                // Compute norm of difference between _R_ and _Rnext_
                norm = 0.0f;
                for (int i = 0; i < 3; ++i)
                {
                    float n = Math.Abs(R.M[i, 0] - Rnext.M[i, 0]) +
                        Math.Abs(R.M[i, 1] - Rnext.M[i, 1]) +
                        Math.Abs(R.M[i, 2] - Rnext.M[i, 2]);
                    norm = Math.Max(norm, n);
                }
                R = Rnext;
            } while (++count < 100 && norm > .0001f);
            // XXX TODO FIXME deal with flip...
            r = (Quaternion) new Transform(R);

            // Compute scale _S_ using rotation and original matrix
            s = Matrix4x4.Mul(Matrix4x4.Invert(R), M);
        }
Пример #2
0
 public static float Dot(Quaternion q1, Quaternion q2)
 {
     return Vector.Dot(q1.V, q2.V) + q1.W * q2.W;
 }
Пример #3
0
 public static Quaternion Normalize(Quaternion q)
 {
     return q / MathUtility.Sqrt(Dot(q, q));
 }
Пример #4
0
 public static Quaternion Slerp(float t, Quaternion q1, Quaternion q2)
 {
     float cosTheta = Dot(q1, q2);
     if (cosTheta > .9995f)
         return Normalize((1.0f - t) * q1 + t * q2);
     float theta = MathUtility.Acos(MathUtility.Clamp(cosTheta, -1.0f, 1.0f));
     float thetap = theta * t;
     Quaternion qperp = Normalize(q2 - q1 * cosTheta);
     return q1 * MathUtility.Cos(thetap) + qperp * MathUtility.Sin(thetap);
 }