public void UpdateSeparatingDistance(ref Matrix transA, ref Matrix transB)
		{
			Vector3 toPosA = transA.Translation;
			Vector3 toPosB = transB.Translation;
			Quaternion toOrnA = TransformUtil.GetRotation(ref transA);
			Quaternion toOrnB = TransformUtil.GetRotation(ref transB);

			if (m_separatingDistance > 0.0f)
			{
				Vector3 linVelA = Vector3.Zero;
				Vector3 angVelA = Vector3.Zero;
				Vector3 linVelB = Vector3.Zero;
				Vector3 angVelB = Vector3.Zero;

				TransformUtil.CalculateVelocityQuaternion(ref m_posA, ref toPosA, ref m_ornA, ref toOrnA, 1f, ref linVelA, ref angVelA);
				TransformUtil.CalculateVelocityQuaternion(ref m_posB, ref toPosB, ref m_ornB, ref toOrnB, 1f, ref linVelB, ref angVelB);
				float maxAngularProjectedVelocity = angVelA.Length() * m_boundingRadiusA + angVelB.Length() * m_boundingRadiusB;
				Vector3 relLinVel = (linVelB - linVelA);
				float relLinVelocLength = Vector3.Dot((linVelB - linVelA), m_separatingNormal);
				if (relLinVelocLength < 0f)
				{
					relLinVelocLength = 0f;
				}

				float projectedMotion = maxAngularProjectedVelocity + relLinVelocLength;
				m_separatingDistance -= projectedMotion;
			}

			m_posA = toPosA;
			m_posB = toPosB;
			m_ornA = toOrnA;
			m_ornB = toOrnB;
		}
		void InitSeparatingDistance(ref Vector3 separatingVector, float separatingDistance, ref Matrix transA, ref Matrix transB)
		{
			m_separatingNormal = separatingVector;
			m_separatingDistance = separatingDistance;
    		
			Vector3 toPosA = transA.Translation;
			Vector3 toPosB = transB.Translation;
			Quaternion toOrnA = TransformUtil.GetRotation(ref transA);
			Quaternion toOrnB = TransformUtil.GetRotation(ref transB);
			m_posA = toPosA;
			m_posB = toPosB;
			m_ornA = toOrnA;
			m_ornB = toOrnB;
		}
		public static extern Handle CreateChildSceneNode(
			Handle self, 
			[MarshalAs(UnmanagedType.LPStr)] String name, 
			Vector3 translate, 
			Quaternion rotate);
Пример #4
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 public static Quaternion QuatVectorMultiply(ref Quaternion q, ref Vector3 w)
 {
     return new Quaternion(q.W * w.X + q.Y * w.Z - q.Z * w.Y,
                             q.W * w.Y + q.Z * w.X - q.X * w.Z,
                             q.W * w.Z + q.X * w.Y - q.Y * w.X,
                             -q.X * w.X - q.Y * w.Y - q.Z * w.Z); 
 }
Пример #5
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 public static Vector3 QuatRotate(Quaternion rotation, Vector3 v)
 {
     return QuatRotate(ref rotation, ref v);
 }
Пример #6
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        public static float QuatAngle(ref Quaternion quat)
        {
            return 2f * (float)System.Math.Acos(quat.W);
		}
Пример #7
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        public static Quaternion QuaternionMultiply(ref Quaternion a, ref Quaternion b)
        {
			return a * b;
			//return b * a;
        }
Пример #8
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		public static Quaternion QuaternionInverse(ref Quaternion q)
		{
			return new Quaternion(-q.X, -q.Y, -q.Z, q.W);
		}
Пример #9
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		public static Quaternion Inverse(Quaternion quaternion)
		{
			Inverse(ref quaternion, out quaternion);
			return quaternion;
		}
Пример #10
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		public static void Dot(ref Quaternion quaternion1, ref Quaternion quaternion2, out float result)
		{
			result = (quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y) +
				(quaternion1.Z * quaternion2.Z) + (quaternion1.W * quaternion2.W);
		}
Пример #11
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		public static float Dot(Quaternion quaternion1, Quaternion quaternion2)
		{
			float result;
			Dot(ref quaternion1, ref quaternion2, out result);
			return result;
		}
Пример #12
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		public static void Conjugate(ref Quaternion value, out Quaternion result)
		{
			result = default(Quaternion);
			result.X = -value.X;
			result.Y = -value.Y;
			result.Z = -value.Z;
			result.W = value.W;
		}
Пример #13
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		public static Quaternion Conjugate(Quaternion value)
		{
			Conjugate(ref value, out value);
			return value;
		}
Пример #14
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		public static void Concatenate(ref Quaternion value1, ref Quaternion value2, out Quaternion result)
		{
			Multiply(ref value1, ref value2, out result);
		}
Пример #15
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		public static Quaternion Concatenate(Quaternion value1, Quaternion value2)
		{
			Quaternion result;
			Concatenate(ref value1, ref value2, out result);
			return result;
		}
Пример #16
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        // Taken from Fabian Vikings post at : http://forums.xna.com/forums/p/4574/23763.aspx  
        public static Vector3 quaternionToEuler(ref Quaternion q)
        {
            Vector3 v = Vector3.Zero;

            v.X = (float)System.Math.Atan2
            (
                2 * q.Y * q.W - 2 * q.X * q.Z,
                   1 - 2 * System.Math.Pow(q.Y, 2) - 2 * System.Math.Pow(q.Z, 2)
            );

            v.Z = (float)System.Math.Asin
            (
                2 * q.X * q.Y + 2 * q.Z * q.W
            );

            v.Y = (float)System.Math.Atan2
            (
                2 * q.X * q.W - 2 * q.Y * q.Z,
                1 - 2 * System.Math.Pow(q.X, 2) - 2 * System.Math.Pow(q.Z, 2)
            );

            if (q.X * q.Y + q.Z * q.W == 0.5)
            {
                v.X = (float)(2 * System.Math.Atan2(q.X, q.W));
                v.Y = 0;
            }

            else if (q.X * q.Y + q.Z * q.W == -0.5)
            {
                v.X = (float)(-2 * System.Math.Atan2(q.X, q.W));
                v.Y = 0;
            }

            return v;
        }
Пример #17
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 public static Quaternion QuaternionInverse(Quaternion q)
 {
     return QuaternionInverse(ref q);
 }
Пример #18
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		public static void Inverse(ref Quaternion quaternion, out Quaternion result)
		{
			// http://www.ncsa.illinois.edu/~kindr/emtc/quaternions/quaternion.c++
			Quaternion conj = new Quaternion(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
			conj.Conjugate();

			result = conj * (1.0f / quaternion.LengthSquared());
		}
Пример #19
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 public static Quaternion QuaternionMultiply(Quaternion a, Quaternion b)
 {
     return QuaternionMultiply(ref a, ref b);
 }
Пример #20
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		public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
		{
			Quaternion q1;
			Multiply(ref quaternion1, 1.0f - amount, out q1);

			Quaternion q2;
			Multiply(ref quaternion2, amount, out q2);

			Quaternion q1q2;
			Add(ref q1, ref q2, out q1q2);
			Normalize(ref q1q2, out result);
		}
Пример #21
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		public static void PrintQuaternion(TextWriter writer, Quaternion q)
		{
			writer.Write(String.Format("{{X:{0:0.00000000} Y:{1:0.00000000} Z:{2:0.00000000} W:{3:0.00000000}}}", q.X, q.Y, q.Z,q.W));
		}
Пример #22
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		public static Quaternion Normalize(Quaternion quaternion)
		{
			Normalize(ref quaternion, out quaternion);
			return quaternion;
		}
Пример #23
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        public static Quaternion QuatFurthest(ref Quaternion input1,ref Quaternion input2)
        {
		    Quaternion diff,sum;
		    diff = input1 - input2;
		    sum = input1 + input2;
		    if( Quaternion.Dot(diff,diff) > Quaternion.Dot(sum,sum))
            {
			    return input2;
            }
		    return (-input2);
	    }
Пример #24
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		public static void Normalize(ref Quaternion quaternion, out Quaternion result)
		{
			// TODO: SIMD optimization
			Multiply(ref quaternion, 1.0f / quaternion.Length(), out result);
		}
Пример #25
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 public static Vector3 QuatRotate(ref Quaternion rotation, ref Vector3 v) 
 {   
     Quaternion q = QuatVectorMultiply(ref rotation,ref v);
     q *= QuaternionInverse(ref rotation);
     return new Vector3(q.X,q.Y,q.Z);
 }
Пример #26
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		public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
		{
			Quaternion result;
			Slerp(ref quaternion1, ref quaternion2, amount, out result);
			return result;
		}
		public static extern Handle CreateChildSceneNode(
			Handle self, 
			Vector3 translate, 
			Quaternion rotate);
Пример #28
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		public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
		{
			float dot;
			Dot(ref quaternion1, ref quaternion2, out dot);

			Quaternion q3;

			if (dot < 0.0f) {
				dot = -dot;
				Negate(ref quaternion2, out q3);
			} else {
				q3 = quaternion2;
			}

			if (dot < 0.999999f) {
				float angle = (float)System.Math.Acos(dot);
				float sin1 = (float)System.Math.Sin(angle * (1.0f - amount));
				float sin2 = (float)System.Math.Sin(angle * amount);
				float sin3 = (float)System.Math.Sin(angle);

				Quaternion q1;
				Multiply(ref quaternion1, sin1, out q1);

				Quaternion q2;
				Multiply(ref q3, sin2, out q2);

				Quaternion q4;
				Add(ref q1, ref q2, out q4);

				Divide(ref q4, sin3, out result);
			} else {
				Lerp(ref quaternion1, ref q3, amount, out result);
			}
		}
		public static extern void SetOrientation(
			Handle self, 
			Quaternion orientation);
Пример #30
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		public bool Equals(Quaternion other)
		{
			return other == this;
		}