Пример #1
0
 /// <summary>
 /// angle of two vector
 /// </summary>
 /// <param name="first">First.</param>
 /// <param name="second">Second.</param>
 public static float Angle(UVector3 first, UVector3 second)
 {
     return((float)System.Math.Acos((UVector3.Dot(first, second)) / (first.magnitude * second.magnitude))
            * MathHelper.Rad2Deg);
 }
Пример #2
0
        /// <summary>
        /// Do Spherical linear interpolation between two quaternions
        /// </summary>
        /// <param name="q1">The first quaternion</param>
        /// <param name="q2">The second quaternion</param>
        /// <param name="blend">The blend factor</param>
        /// <returns>A smooth blend between the given quaternions</returns>
        public static UQuaternion Slerp(UQuaternion q1, UQuaternion q2, float blend)
        {
            // if either input is zero, return the other.
            if (q1.LengthSquared == 0.0f)
            {
                if (q2.LengthSquared == 0.0f)
                {
                    return(identity);
                }
                return(q2);
            }
            else if (q2.LengthSquared == 0.0f)
            {
                return(q1);
            }


            float cosHalfAngle = q1.w * q2.w + UVector3.Dot(q1.Xyz, q2.Xyz);

            if (cosHalfAngle >= 1.0f || cosHalfAngle <= -1.0f)
            {
                // angle = 0.0f, so just return one input.
                return(q1);
            }
            else if (cosHalfAngle < 0.0f)
            {
                q2.Xyz       = -q2.Xyz;
                q2.w         = -q2.w;
                cosHalfAngle = -cosHalfAngle;
            }

            float blendA;
            float blendB;

            if (cosHalfAngle < 0.99f)
            {
                // do proper slerp for big angles
                float halfAngle           = (float)System.Math.Acos(cosHalfAngle);
                float sinHalfAngle        = (float)System.Math.Sin(halfAngle);
                float oneOverSinHalfAngle = 1.0f / sinHalfAngle;
                blendA = (float)System.Math.Sin(halfAngle * (1.0f - blend)) * oneOverSinHalfAngle;
                blendB = (float)System.Math.Sin(halfAngle * blend) * oneOverSinHalfAngle;
            }
            else
            {
                // do lerp if angle is really small.
                blendA = 1.0f - blend;
                blendB = blend;
            }

            var result = new UQuaternion(
                blendA * q1.Xyz + blendB * q2.Xyz,
                blendA * q1.w + blendB * q2.w);

            if (result.LengthSquared > 0.0f)
            {
                return(Normalize(result));
            }
            else
            {
                return(identity);
            }
        }