示例#1
0
文件: Matrix3.cs 项目: nanze81/bsf
        /// <summary>
        /// Calculates an inverse of the matrix if it exists.
        /// </summary>
        public void Invert()
        {
            float[,] invVals = new float[3, 3];

            invVals[0, 0] = m11 * m22 - m12 * m21;
            invVals[1, 0] = m12 * m20 - m10 * m22;
            invVals[2, 0] = m10 * m21 - m11 * m20;

            float det = m00 * invVals[0, 0] + m01 * invVals[1, 0] + m02 * invVals[2, 0];

            if (MathEx.Abs(det) <= 1e-06f)
            {
                throw new DivideByZeroException("Matrix determinant is zero. Cannot invert.");
            }

            invVals[0, 1] = m02 * m21 - m01 * m22;
            invVals[0, 2] = m01 * m12 - m02 * m11;

            invVals[1, 1] = m00 * m22 - m02 * m20;
            invVals[1, 2] = m02 * m10 - m00 * m12;

            invVals[2, 1] = m01 * m20 - m00 * m21;
            invVals[2, 2] = m00 * m11 - m01 * m10;

            float invDet = 1.0f / det;

            for (int row = 0; row < 3; row++)
            {
                for (int col = 0; col < 3; col++)
                {
                    invVals[row, col] *= invDet;
                }
            }
        }
示例#2
0
        private void UpdateScrollBarPosition()
        {
            Vector2 visibleRange    = guiCurveEditor.Range;
            Vector2 totalRange      = GetTotalRange();
            Vector2 scrollableRange = totalRange - visibleRange;

            Vector2 offset = guiCurveEditor.Offset;

            if (scrollableRange.x > 0.0f)
            {
                horzScrollBar.Position = offset.x / scrollableRange.x;
            }
            else
            {
                horzScrollBar.Position = 0.0f;
            }

            if (scrollableRange.y > 0.0f)
            {
                float pos  = offset.y / scrollableRange.y;
                float sign = MathEx.Sign(pos);
                pos = sign * MathEx.Clamp01(MathEx.Abs(pos));
                pos = (1.0f - pos) / 2.0f;

                vertScrollBar.Position = pos;
            }
            else
            {
                vertScrollBar.Position = 0.0f;
            }
        }
示例#3
0
        /// <summary>
        /// Draws text displaying the value at the provided position.
        /// </summary>
        /// <param name="yPos">Position to draw the text at.</param>
        /// <param name="value">Value to display.</param>
        /// <param name="above">If true the text will be displayed above the provided position, otherwise below.</param>
        private void DrawValue(int yPos, float value, bool above)
        {
            int exponent         = MathEx.FloorToInt(MathEx.Log10(MathEx.Abs(value)));
            int maxDecimalPoints = MathEx.Max(0, 1 - exponent);

            string valueString = value.ToString("F" + maxDecimalPoints);

            Vector2I textBounds = GUIUtility.CalculateTextBounds(valueString, EditorBuiltin.DefaultFont,
                                                                 EditorStyles.DefaultFontSize);

            Vector2I textPosition = new Vector2I();

            textPosition.x = width - textBounds.x;

            if (above)
            {
                textPosition.y = yPos - textBounds.y;
            }
            else // Below
            {
                const int PADDING = 3; // So the text doesn't touch the tick
                textPosition.y = yPos + PADDING;
            }
            canvas.DrawText(valueString, textPosition, EditorBuiltin.DefaultFont, COLOR_TRANSPARENT_LIGHT_GRAY,
                            EditorStyles.DefaultFontSize);
        }
示例#4
0
        /// <summary>
        /// Performs spherical interpolation between two quaternions. Spherical interpolation neatly interpolates between
        /// two rotations without modifying the size of the vector it is applied to (unlike linear interpolation).
        /// </summary>
        /// <param name="from">Start quaternion.</param>
        /// <param name="to">End quaternion.</param>
        /// <param name="t">Interpolation factor in range [0, 1] that determines how much to interpolate between
        /// <paramref name="from"/> and <paramref name="to"/>.</param>
        /// <param name="shortestPath">Should the interpolation be performed between the shortest or longest path between
        ///                            the two quaternions.</param>
        /// <returns>Interpolated quaternion representing a rotation between <paramref name="from"/> and
        /// <paramref name="to"/>.</returns>
        public static Quaternion Slerp(Quaternion from, Quaternion to, float t, bool shortestPath = true)
        {
            float      dot = Dot(from, to);
            Quaternion quat;

            if (dot < 0.0f && shortestPath)
            {
                dot  = -dot;
                quat = -to;
            }
            else
            {
                quat = to;
            }

            if (MathEx.Abs(dot) < (1 - epsilon))
            {
                float  sin    = MathEx.Sqrt(1 - (dot * dot));
                Radian angle  = MathEx.Atan2(sin, dot);
                float  invSin = 1.0f / sin;
                float  a      = MathEx.Sin((1.0f - t) * angle) * invSin;
                float  b      = MathEx.Sin(t * angle) * invSin;

                return(a * from + b * quat);
            }
            else
            {
                Quaternion ret = (1.0f - t) * from + t * quat;

                ret.Normalize();
                return(ret);
            }
        }
示例#5
0
        private static DirectResult Direct(double lat1, double lon1, double crs12, double d12)
        {
            const double eps = 0.00000000005;
            double       lon;

            if ((MathEx.Abs(MathEx.Cos(lat1)) < eps) && !(MathEx.Abs(MathEx.Sin(crs12)) < eps))
            {
                throw new ArgumentException("Only N-S courses are meaningful, starting at a pole!");
            }

            double lat = MathEx.Asin(MathEx.Sin(lat1) * MathEx.Cos(d12) +
                                     MathEx.Cos(lat1) * MathEx.Sin(d12) * MathEx.Cos(crs12));

            if (MathEx.Abs(MathEx.Cos(lat)) < eps)
            {
                lon = 0.0; //endpoint a pole
            }
            else
            {
                double dlon = MathEx.Atan2(MathEx.Sin(crs12) * MathEx.Sin(d12) * MathEx.Cos(lat1),
                                           MathEx.Cos(d12) - MathEx.Sin(lat1) * MathEx.Sin(lat));
                lon = Mod(lon1 - dlon + MathEx.PI, 2 * MathEx.PI) - MathEx.PI;
            }
            DirectResult outValue = new DirectResult {
                _lat = lat, _lon = lon
            };

            return(outValue);
        }
示例#6
0
        private static CrsdistResult Crsdist(double lat1, double lon1, double lat2, double lon2)
        { // radian args
            /* compute course and Distance (spherical) */
            double crs12, crs21;
            double argacos;

            if ((lat1 + lat2 == 0.0) && (MathEx.Abs(lon1 - lon2) == MathEx.PI) && (MathEx.Abs(lat1) != (MathEx.PI / 180) * 90.0))
            {
                throw new ArgumentException("Course between antipodal points is undefined");
            }

            double d = MathEx.Acos(MathEx.Sin(lat1) * MathEx.Sin(lat2) + MathEx.Cos(lat1) * MathEx.Cos(lat2) * MathEx.Cos(lon1 - lon2));

            if ((d == 0.0) || (lat1 == -(MathEx.PI / 180) * 90.0))
            {
                crs12 = 2 * MathEx.PI;
            }
            else if (lat1 == (MathEx.PI / 180) * 90.0)
            {
                crs12 = MathEx.PI;
            }
            else
            {
                argacos = (MathEx.Sin(lat2) - MathEx.Sin(lat1) * MathEx.Cos(d)) / (MathEx.Sin(d) * MathEx.Cos(lat1));
                if (MathEx.Sin(lon2 - lon1) < 0)
                {
                    crs12 = Acosf(argacos);
                }
                else
                {
                    crs12 = 2 * MathEx.PI - Acosf(argacos);
                }
            }
            if ((d == 0.0) || (lat2 == -(MathEx.PI / 180) * 90.0))
            {
                crs21 = 0.0;
            }
            else if (lat2 == (MathEx.PI / 180) * 90.0)
            {
                crs21 = MathEx.PI;
            }
            else
            {
                argacos = (MathEx.Sin(lat1) - MathEx.Sin(lat2) * MathEx.Cos(d)) / (MathEx.Sin(d) * MathEx.Cos(lat2));
                if (MathEx.Sin(lon1 - lon2) < 0)
                {
                    crs21 = Acosf(argacos);
                }
                else
                {
                    crs21 = 2 * MathEx.PI - Acosf(argacos);
                }
            }

            CrsdistResult outValue = new CrsdistResult {
                _d = d, _crs12 = crs12, _crs21 = crs21
            };

            return(outValue);
        }
示例#7
0
 private static double Acosf(double x)
 { /* protect against rounding error on input argument */
     if (MathEx.Abs(x) > 1)
     {
         x /= MathEx.Abs(x);
     }
     return(MathEx.Acos(x));
 }
示例#8
0
        ////////////////////////////////////////////////////////////////////////////
        //--------------------------------- REVISIONS ------------------------------
        // Date       Name                 Tracking #         Description
        // ---------  -------------------  -------------      ----------------------
        // 13JUN2009  James Shen                              Initial Creation
        ////////////////////////////////////////////////////////////////////////////
        internal ArcIterator(Arc a, AffineTransform at)
        {
            _w        = a.GetWidth() / 2.0;
            _h        = a.GetHeight() / 2.0;
            _x        = a.GetX() + _w;
            _y        = a.GetY() + _h;
            _angStRad = -MathEx.ToRadians(a.GetAngleStart());
            _affine   = at;
            double ext = -a.GetAngleExtent();

            if (ext >= 360.0 || ext <= -360)
            {
                _arcSegs   = 4;
                _increment = Math.PI / 2;
                // btan(Math.PI / 2);
                _cv = 0.5522847498307933;
                if (ext < 0)
                {
                    _increment = -_increment;
                    _cv        = -_cv;
                }
            }
            else
            {
                _arcSegs   = (int)MathEx.Ceil(MathEx.Abs(ext) / 90.0);
                _increment = MathEx.ToRadians(ext / _arcSegs);
                _cv        = Btan(_increment);
                if (_cv == 0)
                {
                    _arcSegs = 0;
                }
            }
            switch (a.GetArcType())
            {
            case Arc.OPEN:
                _lineSegs = 0;
                break;

            case Arc.CHORD:
                _lineSegs = 1;
                break;

            case Arc.PIE:
                _lineSegs = 2;
                break;
            }
            if (_w < 0 || _h < 0)
            {
                _arcSegs = _lineSegs = -1;
            }
        }
示例#9
0
文件: AABox.cs 项目: nanze81/bsf
        /// <summary>
        /// Transforms the bounding box by the given matrix.
        ///
        /// As the resulting box will no longer be axis aligned, an axis align box is instead created by encompassing the
        /// transformed oriented bounding box. Retrieving the value as an actual OBB would provide a tighter fit.
        /// </summary>
        /// <param name="tfrm">Affine matrix to transform the box with.</param>
        public void TransformAffine(Matrix4 tfrm)
        {
            Vector3 center   = Center;
            Vector3 halfSize = Size * 0.5f;

            Vector3 newCenter   = tfrm.MultiplyAffine(center);
            Vector3 newHalfSize = new Vector3(
                MathEx.Abs(tfrm.m00) * halfSize.x + MathEx.Abs(tfrm.m01) * halfSize.y + MathEx.Abs(tfrm.m02) * halfSize.z,
                MathEx.Abs(tfrm.m10) * halfSize.x + MathEx.Abs(tfrm.m11) * halfSize.y + MathEx.Abs(tfrm.m12) * halfSize.z,
                MathEx.Abs(tfrm.m20) * halfSize.x + MathEx.Abs(tfrm.m21) * halfSize.y + MathEx.Abs(tfrm.m22) * halfSize.z);

            minimum = newCenter - newHalfSize;
            maximum = newCenter + newHalfSize;
        }
示例#10
0
        /// <inheritdoc/>
        protected internal override void PreInput()
        {
            Camera cam = EditorApplication.SceneViewCamera;

            if (cam == null)
            {
                return;
            }

            position = new Vector3(0, 0, -5.0f);
            rotation = cam.SceneObject.Rotation.Inverse;

            Vector3 xOffset = rotation.Rotate(new Vector3(BOX_EXTENT, 0.0f, 0.0f));
            Vector3 yOffset = rotation.Rotate(new Vector3(0.0f, BOX_EXTENT, 0.0f));
            Vector3 zOffset = rotation.Rotate(new Vector3(0.0f, 0.0f, BOX_EXTENT));

            xAxis.Position = position + xOffset;
            yAxis.Position = position + yOffset;
            zAxis.Position = position + zOffset;

            xAxis.Rotation = rotation;
            yAxis.Rotation = rotation;
            zAxis.Rotation = rotation;

            xNegAxis.Position = position - xOffset;
            yNegAxis.Position = position - yOffset;
            zNegAxis.Position = position - zOffset;

            xNegAxis.Rotation = rotation;
            yNegAxis.Rotation = rotation;
            zNegAxis.Rotation = rotation;

            Vector3 cameraForward = cam.SceneObject.Forward;

            xAxis.Enabled = MathEx.Abs(Vector3.Dot(cameraForward, Vector3.XAxis)) < DISABLE_THRESHOLD;
            yAxis.Enabled = MathEx.Abs(Vector3.Dot(cameraForward, Vector3.YAxis)) < DISABLE_THRESHOLD;
            zAxis.Enabled = MathEx.Abs(Vector3.Dot(cameraForward, Vector3.ZAxis)) < DISABLE_THRESHOLD;

            xNegAxis.Enabled = MathEx.Abs(Vector3.Dot(cameraForward, Vector3.XAxis)) < DISABLE_THRESHOLD;
            yNegAxis.Enabled = MathEx.Abs(Vector3.Dot(cameraForward, Vector3.YAxis)) < DISABLE_THRESHOLD;
            zNegAxis.Enabled = MathEx.Abs(Vector3.Dot(cameraForward, Vector3.ZAxis)) < DISABLE_THRESHOLD;

            Vector3 freeAxisOffset = new Vector3(-BOX_EXTENT, -BOX_EXTENT, 0.2f);

            projTypePlane.Rotation = Quaternion.Identity;
            projTypePlane.Position = position + freeAxisOffset;
        }
示例#11
0
        /// <summary>
        /// Orients the camera so it looks along the provided axis.
        /// </summary>
        public void LookAlong(Vector3 axis)
        {
            Vector3 up = Vector3.YAxis;

            if (MathEx.Abs(Vector3.Dot(axis, up)) > 0.9f)
            {
                up = Vector3.ZAxis;
            }

            CameraState state = new CameraState();

            state.Position     = camera.SceneObject.Position;
            state.Rotation     = Quaternion.LookRotation(axis, up);
            state.Ortographic  = camera.ProjectionType == ProjectionType.Orthographic;
            state.FrustumWidth = frustumWidth;

            SetState(state);
        }
示例#12
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        private FrameworkElement FindFocusableControl(IntEx factor, FrameworkElement from, SearchDirection direction)
        {
            var fromLocation = GetLocation(from);

            return(this.tabList
                   .Select(c => new { Location = GetLocation(c), Control = c })
                   .OrderBy(x =>
            {
                switch (direction)
                {
                case SearchDirection.Left:
                    return -x.Location.Right;

                case SearchDirection.Top:
                    return -x.Location.Bottom;

                case SearchDirection.Bottom:
                    return x.Location.Top;

                case SearchDirection.Right:
                    return x.Location.Left;

                default:
                    throw new ArgumentException();
                }
            })
                   .Where(c =>
            {
                switch (direction)
                {
                case SearchDirection.Left:
                    {
                        var bottomGreaterControlTop = fromLocation.Top - MathEx.Abs(fromLocation.Left - c.Location.Left) / factor < c.Location.Bottom;
                        var topGreaterControlTop = fromLocation.Top - MathEx.Abs(fromLocation.Left - c.Location.Left) / factor < c.Location.Top;

                        var topLessthenControlBotom = fromLocation.Bottom + MathEx.Abs(fromLocation.Left - c.Location.Left) / factor > c.Location.Top;
                        var bottomLessthenControlBotom = fromLocation.Bottom + MathEx.Abs(fromLocation.Left - c.Location.Left) / factor > c.Location.Bottom;
                        return fromLocation.Left > c.Location.Left &&
                        (
                            bottomGreaterControlTop && !topGreaterControlTop ||
                            topLessthenControlBotom && !bottomLessthenControlBotom ||
                            topGreaterControlTop && bottomLessthenControlBotom ||
                            !topGreaterControlTop && !bottomLessthenControlBotom
                        );
                    }

                case SearchDirection.Top:
                    {
                        var rightGreaterControlLeft = fromLocation.Left - MathEx.Abs(fromLocation.Top - c.Location.Top) / factor < c.Location.Right;
                        var leftGreaterControlLeft = fromLocation.Left - MathEx.Abs(fromLocation.Top - c.Location.Top) / factor < c.Location.Left;

                        var leftLessthenControlRight = fromLocation.Right + MathEx.Abs(fromLocation.Top - c.Location.Top) / factor > c.Location.Right;
                        var rightLessthenControlRight = fromLocation.Right + MathEx.Abs(fromLocation.Top - c.Location.Top) / factor > c.Location.Left;
                        return fromLocation.Top > c.Location.Top &&
                        (
                            rightGreaterControlLeft && !leftGreaterControlLeft ||
                            leftLessthenControlRight && !rightLessthenControlRight ||
                            leftGreaterControlLeft && rightLessthenControlRight ||
                            !leftGreaterControlLeft && !rightLessthenControlRight
                        );
                    }

                case SearchDirection.Bottom:
                    {
                        var rightGreaterControlLeft = fromLocation.Left - MathEx.Abs(fromLocation.Bottom - c.Location.Bottom) / factor < c.Location.Right;
                        var leftGreaterControlLeft = fromLocation.Left - MathEx.Abs(fromLocation.Bottom - c.Location.Bottom) / factor < c.Location.Left;

                        var leftLessthenControlRight = fromLocation.Right + MathEx.Abs(fromLocation.Bottom - c.Location.Bottom) / factor > c.Location.Right;
                        var rightLessthenControlRight = fromLocation.Right + MathEx.Abs(fromLocation.Bottom - c.Location.Bottom) / factor > c.Location.Left;
                        return fromLocation.Bottom < c.Location.Bottom &&
                        (
                            rightGreaterControlLeft && !leftGreaterControlLeft ||
                            leftLessthenControlRight && !rightLessthenControlRight ||
                            leftGreaterControlLeft && rightLessthenControlRight ||
                            !leftGreaterControlLeft && !rightLessthenControlRight
                        );
                    }

                case SearchDirection.Right:
                    {
                        var bottomGreaterControlTop = fromLocation.Top - MathEx.Abs(fromLocation.Right - c.Location.Right) / factor < c.Location.Bottom;
                        var topGreaterControlTop = fromLocation.Top - MathEx.Abs(fromLocation.Right - c.Location.Right) / factor < c.Location.Top;

                        var topLessthenControlBotom = fromLocation.Bottom + MathEx.Abs(fromLocation.Right - c.Location.Right) / factor > c.Location.Top;
                        var bottomLessthenControlBotom = fromLocation.Bottom + MathEx.Abs(fromLocation.Right - c.Location.Right) / factor > c.Location.Bottom;
                        return fromLocation.Right < c.Location.Right &&
                        (
                            bottomGreaterControlTop && !topGreaterControlTop ||
                            topLessthenControlBotom && !bottomLessthenControlBotom ||
                            topGreaterControlTop && bottomLessthenControlBotom ||
                            !topGreaterControlTop && !bottomLessthenControlBotom
                        );
                    }

                default:
                    throw new ArgumentException();
                }
            })
                   .FirstOrDefault()?.Control);
        }
示例#13
0
        /// <inheritdoc/>
        protected internal override void Draw()
        {
            HandleDrawing.Layer     = LAYER;
            HandleDrawing.Transform = Matrix4.TRS(position, rotation, Vector3.One);
            Vector3 cameraForward = EditorApplication.SceneViewCamera.SceneObject.Forward;

            // Draw 1D arrows
            Color xColor = Color.Red;

            if (xAxis.State == HandleSlider.StateType.Active)
            {
                xColor = Color.White;
            }
            else if (xAxis.State == HandleSlider.StateType.Hover)
            {
                xColor = Color.BansheeOrange;
            }

            xColor.a            = MathEx.Lerp(1.0f, 0.0f, MathEx.Abs(Vector3.Dot(cameraForward, Vector3.XAxis)), 0.8f, 1.0f);
            HandleDrawing.Color = xColor;

            Vector3 xLineStart = Vector3.XAxis * BOX_EXTENT;
            Vector3 xConeStart = Vector3.XAxis * (1.0f - CONE_HEIGHT);

            HandleDrawing.DrawLine(xLineStart, xConeStart);
            HandleDrawing.DrawCone(xConeStart, Vector3.XAxis, CONE_HEIGHT, CONE_RADIUS);

            Color yColor = Color.Green;

            if (yAxis.State == HandleSlider.StateType.Active)
            {
                yColor = Color.White;
            }
            else if (yAxis.State == HandleSlider.StateType.Hover)
            {
                yColor = Color.BansheeOrange;
            }

            yColor.a            = MathEx.Lerp(1.0f, 0.0f, MathEx.Abs(Vector3.Dot(cameraForward, Vector3.YAxis)), 0.8f, 1.0f);
            HandleDrawing.Color = yColor;

            Vector3 yLineStart = Vector3.YAxis * BOX_EXTENT;
            Vector3 yConeStart = Vector3.YAxis * (1.0f - CONE_HEIGHT);

            HandleDrawing.DrawLine(yLineStart, yConeStart);
            HandleDrawing.DrawCone(yConeStart, Vector3.YAxis, CONE_HEIGHT, CONE_RADIUS);

            Color zColor = Color.Blue;

            if (zAxis.State == HandleSlider.StateType.Active)
            {
                zColor = Color.White;
            }
            else if (zAxis.State == HandleSlider.StateType.Hover)
            {
                zColor = Color.BansheeOrange;
            }

            zColor.a            = MathEx.Lerp(1.0f, 0.0f, MathEx.Abs(Vector3.Dot(cameraForward, Vector3.ZAxis)), 0.8f, 1.0f);
            HandleDrawing.Color = zColor;

            Vector3 zLineStart = Vector3.ZAxis * BOX_EXTENT;
            Vector3 zConeStart = Vector3.ZAxis * (1.0f - CONE_HEIGHT);

            HandleDrawing.DrawLine(zLineStart, zConeStart);
            HandleDrawing.DrawCone(zConeStart, Vector3.ZAxis, CONE_HEIGHT, CONE_RADIUS);

            // Draw negative 1D arrows
            Color xNegColor = Color.LightGray;

            if (xNegAxis.State == HandleSlider.StateType.Active)
            {
                xNegColor = Color.White;
            }
            else if (xNegAxis.State == HandleSlider.StateType.Hover)
            {
                xNegColor = Color.BansheeOrange;
            }

            xNegColor.a         = MathEx.Lerp(1.0f, 0.0f, MathEx.Abs(Vector3.Dot(cameraForward, Vector3.XAxis)), 0.8f, 1.0f);
            HandleDrawing.Color = xNegColor;

            Vector3 xNegLineStart = -Vector3.XAxis * BOX_EXTENT;
            Vector3 xNegConeStart = -Vector3.XAxis * (1.0f - CONE_HEIGHT);

            HandleDrawing.DrawLine(xNegLineStart, xNegConeStart);
            HandleDrawing.DrawCone(xNegConeStart, -Vector3.XAxis, CONE_HEIGHT, CONE_RADIUS);

            Color yNegColor = Color.LightGray;

            if (yNegAxis.State == HandleSlider.StateType.Active)
            {
                yNegColor = Color.White;
            }
            else if (yNegAxis.State == HandleSlider.StateType.Hover)
            {
                yNegColor = Color.BansheeOrange;
            }

            yNegColor.a         = MathEx.Lerp(1.0f, 0.0f, MathEx.Abs(Vector3.Dot(cameraForward, Vector3.YAxis)), 0.8f, 1.0f);
            HandleDrawing.Color = yNegColor;

            Vector3 yNegLineStart = -Vector3.YAxis * BOX_EXTENT;
            Vector3 yNegConeStart = -Vector3.YAxis * (1.0f - CONE_HEIGHT);

            HandleDrawing.DrawLine(yNegLineStart, yNegConeStart);
            HandleDrawing.DrawCone(yNegConeStart, -Vector3.YAxis, CONE_HEIGHT, CONE_RADIUS);

            Color zNegcolor = Color.LightGray;

            if (zNegAxis.State == HandleSlider.StateType.Active)
            {
                zNegcolor = Color.White;
            }
            else if (zNegAxis.State == HandleSlider.StateType.Hover)
            {
                zNegcolor = Color.BansheeOrange;
            }

            zNegcolor.a         = MathEx.Lerp(1.0f, 0.0f, MathEx.Abs(Vector3.Dot(cameraForward, Vector3.ZAxis)), 0.8f, 1.0f);
            HandleDrawing.Color = zNegcolor;

            Vector3 zNegLineStart = -Vector3.ZAxis * BOX_EXTENT;
            Vector3 zNegConeStart = -Vector3.ZAxis * (1.0f - CONE_HEIGHT);

            HandleDrawing.DrawLine(zNegLineStart, zNegConeStart);
            HandleDrawing.DrawCone(zNegConeStart, -Vector3.ZAxis, CONE_HEIGHT, CONE_RADIUS);

            // Draw projection type handle
            if (projTypePlane.State == HandleSlider.StateType.Active)
            {
                HandleDrawing.Color = Color.White;
            }
            else if (projTypePlane.State == HandleSlider.StateType.Hover)
            {
                HandleDrawing.Color = Color.BansheeOrange;
            }
            else
            {
                HandleDrawing.Color = Color.White;
            }

            HandleDrawing.DrawCube(Vector3.Zero, new Vector3(BOX_EXTENT, BOX_EXTENT, BOX_EXTENT));
        }
示例#14
0
 /// <summary>
 /// Calculates an angle between two rotations.
 /// </summary>
 /// <param name="a">First rotation.</param>
 /// <param name="b">Second rotation.</param>
 /// <returns>Angle between the rotations, in degrees.</returns>
 public static Degree Angle(Quaternion a, Quaternion b)
 {
     return(MathEx.Acos(MathEx.Min(MathEx.Abs(Dot(a, b)), 1.0f)) * 2.0f);
 }
示例#15
0
文件: MU.cs 项目: moto2002/Avocat
 public static Fix64 ManhattanDist(Vec2 v1, Vec2 v2)
 {
     return(MathEx.Abs(v1.x - v2.x) + MathEx.Abs(v1.y - v2.y));
 }
示例#16
0
        private static DirectResult DirectEll(double glat1, double glon1, double faz, double s, int ellipse)
        {
            // glat1 initial geodetic latitude in radians N positive
            // glon1 initial geodetic longitude in radians E positive
            // faz forward azimuth in radians
            // s Distance in units of a (=nm)

            const double eps = 0.00000000005;
            double       b;
            double       sy = 0, cy = 0, cz = 0, e = 0;

            if ((MathEx.Abs(MathEx.Cos(glat1)) < eps) && !(MathEx.Abs(MathEx.Sin(faz)) < eps))
            {
                throw new ArgumentException("Only N-S courses are meaningful, starting at a pole!");
            }

            double a  = EarthModel[ellipse][0];
            double f  = 1 / EarthModel[ellipse][1];
            double r  = 1 - f;
            double tu = r * MathEx.Tan(glat1);
            double sf = MathEx.Sin(faz);
            double cf = MathEx.Cos(faz);

            if (cf == 0)
            {
                b = 0.0;
            }
            else
            {
                b = 2.0 * Atan2(tu, cf);
            }
            double cu  = 1.0 / MathEx.Sqrt(1 + tu * tu);
            double su  = tu * cu;
            double sa  = cu * sf;
            double c2A = 1 - sa * sa;
            double x   = 1.0 + MathEx.Sqrt(1.0 + c2A * (1.0 / (r * r) - 1.0));

            x = (x - 2.0) / x;
            double c = 1.0 - x;

            c = (x * x / 4.0 + 1.0) / c;
            double d = (0.375 * x * x - 1.0) * x;

            tu = s / (r * a * c);
            double y = tu;

            c = y + 1;
            while (MathEx.Abs(y - c) > eps)
            {
                sy = MathEx.Sin(y);
                cy = MathEx.Cos(y);
                cz = MathEx.Cos(b + y);
                e  = 2.0 * cz * cz - 1.0;
                c  = y;
                x  = e * cy;
                y  = e + e - 1.0;
                y  = (((sy * sy * 4.0 - 3.0) * y * cz * d / 6.0 + x) *
                      d / 4.0 - cz) * sy * d + tu;
            }

            b = cu * cy * cf - su * sy;
            c = r * MathEx.Sqrt(sa * sa + b * b);
            d = su * cy + cu * sy * cf;
            double glat2 = Modlat(Atan2(d, c));

            c = cu * cy - su * sy * cf;
            x = Atan2(sy * sf, c);
            c = ((-3.0 * c2A + 4.0) * f + 4.0) * c2A * f / 16.0;
            d = ((e * cy * c + cz) * sy * c + y) * sa;
            double glon2 = Modlon(glon1 + x - (1.0 - c) * d * f);
            double baz   = Modcrs(Atan2(sa, b) + MathEx.PI);

            DirectResult outValue = new DirectResult {
                _lat = glat2, _lon = glon2, _crs21 = baz
            };

            return(outValue);
        }
示例#17
0
        private static CrsdistResult CrsdistEll(double glat1, double glon1, double glat2, double glon2, int ellipse)
        {
            // glat1 initial geodetic latitude in radians N positive
            // glon1 initial geodetic longitude in radians E positive
            // glat2 final geodetic latitude in radians N positive
            // glon2 final geodetic longitude in radians E positive
            double a = EarthModel[ellipse][0];
            double f = 1 / EarthModel[ellipse][1];
            //alert("a="+a+" f="+f)
            double        sx = 0, cx = 0, sy = 0, cy = 0, y = 0;
            double        c2A = 0, cz = 0, e = 0, c;
            const double  eps      = 0.00000000005;
            double        iter     = 1;
            const double  maxiter  = 100;
            CrsdistResult outValue = new CrsdistResult();

            if ((glat1 + glat2 == 0.0) && (MathEx.Abs(glon1 - glon2) == MathEx.PI))
            {
                glat1 = glat1 + 0.00001; // allow algorithm to complete
            }
            if (glat1 == glat2 && (glon1 == glon2 || MathEx.Abs(MathEx.Abs(glon1 - glon2) - 2 * MathEx.PI) < eps))
            {
                outValue._d     = 0;
                outValue._crs12 = 0;
                outValue._crs21 = MathEx.PI;
                return(outValue);
            }
            double r   = 1 - f;
            double tu1 = r * MathEx.Tan(glat1);
            double tu2 = r * MathEx.Tan(glat2);
            double cu1 = 1.0 / MathEx.Sqrt(1.0 + tu1 * tu1);
            double su1 = cu1 * tu1;
            double cu2 = 1.0 / MathEx.Sqrt(1.0 + tu2 * tu2);
            double s1  = cu1 * cu2;
            double b1  = s1 * tu2;
            double f1  = b1 * tu1;
            double x   = glon2 - glon1;
            double d   = x + 1;

            while ((MathEx.Abs(d - x) > eps) && (iter < maxiter))
            {
                iter = iter + 1;
                sx   = MathEx.Sin(x);
                cx   = MathEx.Cos(x);
                tu1  = cu2 * sx;
                tu2  = b1 - su1 * cu2 * cx;
                sy   = MathEx.Sqrt(tu1 * tu1 + tu2 * tu2);
                cy   = s1 * cx + f1;
                y    = Atan2(sy, cy);
                double sa = s1 * sx / sy;
                c2A = 1 - sa * sa;
                cz  = f1 + f1;
                if (c2A > 0.0)
                {
                    cz = cy - cz / c2A;
                }
                e = cz * cz * 2.0 - 1.0;
                c = ((-3.0 * c2A + 4.0) * f + 4.0) * c2A * f / 16.0;
                d = x;
                x = ((e * cy * c + cz) * sy * c + y) * sa;
                x = (1.0 - c) * x * f + glon2 - glon1;
            }
            double faz = Modcrs(Atan2(tu1, tu2));
            double baz = Modcrs(Atan2(cu1 * sx, b1 * cx - su1 * cu2) + MathEx.PI);

            x  = MathEx.Sqrt((1 / (r * r) - 1) * c2A + 1);
            x += 1;
            x  = (x - 2.0) / x;
            c  = 1.0 - x;
            c  = (x * x / 4.0 + 1.0) / c;
            d  = (0.375 * x * x - 1.0) * x;
            x  = e * cy;
            double s = ((((sy * sy * 4.0 - 3.0) * (1.0 - e - e) * cz * d / 6.0 - x) * d / 4.0 + cz) * sy * d + y) * c * a * r;

            outValue._d     = s;
            outValue._crs12 = faz;
            outValue._crs21 = baz;
            if (MathEx.Abs(iter - maxiter) < eps)
            {
                throw new ArgumentException("Algorithm did not converge");
            }
            return(outValue);
        }