/// <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); }
/// <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); } }