/// <summary> /// Multiplies two instances. /// </summary> /// <param name="left">The first instance.</param> /// <param name="right">The second instance.</param> /// <param name="result">A new instance containing the result of the calculation.</param> public static void Multiply(ref Quaterniond left, ref Quaterniond right, out Quaterniond result) { result = new Quaterniond( right.W * left.Xyz + left.W * right.Xyz + Vector3d.Cross(left.Xyz, right.Xyz), left.W * right.W - Vector3d.Dot(left.Xyz, right.Xyz)); }
/// <summary> /// ゴニオオブジェクトを生成 /// </summary> /// <param name="gl"></param> /// <param name="dir"></param> /// <param name="angle"></param> private void setGonio(GLControlAlpha gl, V3[] dir, double[] angle) { gl.DeleteAllObjects(); var r = 0.05; var obj = new List <GLObject>(); var rot = dir.Select((d, i) => Matrix3D.Rot(d, angle[i])).ToArray(); //1st var mat = new Material(new C4(0.8f, 0.8f, 0f, 1f)); obj.Add(new Cone(dir[0] * 2.1, dir[0] * -0.2, r * 2, mat, DrawingMode.Surfaces));//矢 obj.Add(new TextObject(gl.Name.Contains("ReciPro") ? "Φ" : "1st", 12, dir[0] * 2.1 + dir[0].Normalized() * 0.01, 0.05, true, mat)); if (!checkBoxEnable2nd.Checked) //2ndが存在しない時 { obj.Add(new Cylinder(dir[0] * -1.9, dir[0] * 3.8, r, mat, DrawingMode.Surfaces)); //軸 obj.Add(new Torus(new V3(0, 0, 0), rot[0] * V3.Cross(dir[0], new V3(dir[0].Z, dir[0].X, dir[0].Y)), 1.6, r * 1.5, mat, DrawingMode.Surfaces)); //トーラス } else //2ndが存在する時 { obj.Add(new Cylinder(dir[0] * -1.9, dir[0] * 0.3, r, mat, DrawingMode.Surfaces)); //軸 obj.Add(new Cylinder(dir[0] * 1.6, dir[0] * 0.3, r, mat, DrawingMode.Surfaces)); //軸 //1stトーラスの法線は、1st軸と2nd軸が直交する方向 obj.Add(new Torus(new V3(0, 0, 0), rot[0] * V3.Cross(dir[0], dir[1]), 1.6, r * 1.5, mat, DrawingMode.Surfaces)); //トーラス //以下2nd var rot01 = rot[0] * rot[1]; mat = new Material(new C4(0f, 0.8f, 0.8f, 1f)); var n = rot[0] * dir[1]; obj.Add(new Cone(n * 2.0, -n * 0.2, r * 2, mat, DrawingMode.Surfaces));//矢 obj.Add(new TextObject(gl.Name.Contains("ReciPro") ? "Θ" : "2nd", 12, n * 2.0 + n.Normalized() * 0.01, 0.05, true, mat)); if (!checkBoxEnable3rd.Checked) { obj.Add(new Cylinder(n * 1.9, -n * 3.8, r, mat, DrawingMode.Surfaces)); //軸 obj.Add(new Torus(new V3(0, 0, 0), rot01 * V3.Cross(dir[1], new V3(dir[1].Z, dir[1].X, dir[1].Y)), 1.1, r * 1.5, mat, DrawingMode.Surfaces)); //トーラス } else { obj.Add(new Cylinder(n * 1.9, -n * 0.8, r, mat, DrawingMode.Surfaces)); //軸 obj.Add(new Cylinder(-n * 1.9, n * 0.8, r, mat, DrawingMode.Surfaces)); //軸 //2ndトーラスの法線は、2nd軸と3rd軸が直交する方向 obj.Add(new Torus(new V3(0, 0, 0), rot01 * V3.Cross(dir[1], dir[2]), 1.1, r * 1.5, mat, DrawingMode.Surfaces)); //トーラス //以下、3rd mat = new Material(new C4(0.8f, 0f, 0.8f, 1f)); var rot012 = rot[0] * rot[1] * rot[2]; n = rot[0] * rot[1] * dir[2]; obj.Add(new Cylinder(n * 1.3, -n * 2.6, r, mat, DrawingMode.Surfaces)); //軸 obj.Add(new Cone(n * 1.45, -n * 0.2, r * 2, mat, DrawingMode.Surfaces)); //矢 obj.Add(new TextObject(gl.Name.Contains("ReciPro") ? "Ψ" : "3rd", 12, n * 1.45 + n.Normalized() * 0.01, 0.05, true, mat)); if (dir[2].Z == 0) { obj.Add(new Torus(new V3(0, 0, 0), rot012 * new V3(0, 0, 1), 0.6, r * 1.5, mat, DrawingMode.Surfaces));//トーラス } else { obj.Add(new Torus(new V3(0, 0, 0), rot012 * new V3(0, 1, 0), 0.6, r * 1.5, mat, DrawingMode.Surfaces));//トーラス } } } //中央の球 obj.AddRange(createObject(gl, dir, angle)); gl.AddObjects(obj); gl.Refresh(); }
public static Quaterniond Mult(Quaterniond left, Quaterniond right) { return(new Quaterniond( right.W * left.Xyz + left.W * right.Xyz + Vector3d.Cross(left.Xyz, right.Xyz), left.W * right.W - Vector3d.Dot(left.Xyz, right.Xyz))); }