示例#1
0
        public float Angle(Vec4 other)
        {
            var m = MathF.Abs(this.Dot(other));
            var d = this.Magnitude() * other.Magnitude();

            return(MathF.Acos(m / d));
        }
示例#2
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        private void UpdateTransform()
        {
            // Get the local coordinate system
            var rotation = Matrix.RotationQuaternion(Entity.Transform.Rotation);

            // Enforce the global up-vector by adjusting the local x-axis
            var right = Vector3.Cross(rotation.Forward, upVector);
            var up    = Vector3.Cross(right, rotation.Forward);

            // Stabilize
            right.Normalize();
            up.Normalize();

            // Adjust pitch. Prevent it from exceeding up and down facing. Stabilize edge cases.
            var currentPitch = MathUtil.PiOverTwo - MathF.Acos(Vector3.Dot(rotation.Forward, upVector));

            pitch = MathUtil.Clamp(currentPitch + pitch, -MaximumPitch, MaximumPitch) - currentPitch;

            Vector3 finalTranslation = translation;

            finalTranslation.Z = -finalTranslation.Z;
            finalTranslation   = Vector3.TransformCoordinate(finalTranslation, rotation);

            // Move in local coordinates
            Entity.Transform.Position += finalTranslation;

            // Yaw around global up-vector, pitch and roll in local space
            Entity.Transform.Rotation *= Quaternion.RotationAxis(right, pitch) * Quaternion.RotationAxis(upVector, yaw);
        }
示例#3
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        public static float Angle(Vector3 from, Vector3 to)
        {
            float mod = from.sqrMagnitude * to.sqrMagnitude;
            float dot = Mathf.Clamp(Vector3.Dot(from, to) / Mathf.Sqrt(mod), -1.0f, 1.0f);

            return(MathF.Acos(dot) * Mathf.Rad2Deg);
        }
示例#4
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        internal static float[] CalculateAngleMatches(int channels, Vector3 direction)
        {
            float[] angleMatches      = new float[channels];
            float   dirMagnitudeRecip = 1f / (direction.Length() + .0001f);

            for (int channel = 0; channel < channels; ++channel)
            {
                Channel currentChannel = Listener.Channels[channel];
                if (!currentChannel.LFE)
                {
                    float sample = MathF.PI - MathF.Acos(Vector3.Dot(direction, currentChannel.SphericalPos) * dirMagnitudeRecip);
                    sample *= sample;
                    sample *= sample;
                    angleMatches[channel] = sample * sample; // Angle match modifier function is x^8
                }
            }
            if (Listener.EnvironmentType == Environments.Theatre)
            {
                for (int channel = 0; channel < channels; ++channel)
                {
                    angleMatches[channel] *= angleMatches[channel]; // Theatre angle match modifier function is x^16
                }
            }
            return(angleMatches);
        }
示例#5
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        public static Quaternion Slerp(Quaternion q1, Quaternion q2, float t)
        {
            float      num2;
            float      num3;
            Quaternion quaternion;
            float      num  = t;
            float      num4 = (((q1.x * q2.x) + (q1.y * q2.y)) + (q1.z * q2.z)) + (q1.w * q2.w);
            bool       flag = false;

            if (num4 < 0f)
            {
                flag = true;
                num4 = -num4;
            }
            if (num4 > 0.999999f)
            {
                num3 = 1f - num;
                num2 = flag ? -num : num;
            }
            else
            {
                float num5 = MathF.Acos(num4);
                float num6 = (1.0f / MathF.Sin(num5));
                num3 = (MathF.Sin(((1f - num) * num5))) * num6;
                num2 = flag ? ((-MathF.Sin((num * num5))) * num6) : ((MathF.Sin((num * num5))) * num6);
            }
            quaternion.x = (num3 * q1.x) + (num2 * q2.x);
            quaternion.y = (num3 * q1.y) + (num2 * q2.y);
            quaternion.z = (num3 * q1.z) + (num2 * q2.z);
            quaternion.w = (num3 * q1.w) + (num2 * q2.w);
            return(quaternion);
        }
示例#6
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        public static float Angle(Vector2 a, Vector2 b)
        {
            float dot = Dot(a, b);
            float l   = a.Length * b.Length;

            return(MathF.Acos(dot / l));
        }
示例#7
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        public void TickCollisions(TickCollisionsEvent _)
        {
            // TODO: Do this via collision detection instead.
            // TODO: Clean this up.
            // Keeps sword rested on the ground.
            if (this.stateMachine_.IsOnGround)
            {
                var bladeFromGroundY = -(this.playerRigidbody_.CenterY -
                                         this.playerRigidbody_.BottomY);
                bladeFromGroundY -= MathF.Abs(
                    TrigMath.LenDegY(this.handDis_, this.handDeg_));

                var minAngle = MathF.Acos(bladeFromGroundY / this.bladeLength_) /
                               MathF.PI *
                               180;

                var diffToGround = TrigMath.DifferenceInDegrees(this.swordDeg_, 270);
                if (FloatMath.Abs(diffToGround) <= minAngle)
                {
                    this.swordDeg_ = 270 + FloatMath.Sign(diffToGround) * minAngle;

                    if (FloatMath.Abs(this.swordDevVel_) > 2)
                    {
                        this.swordDevVel_ *= -.5f;
                    }
                    else
                    {
                        this.swordDevVel_ = 0;
                    }
                }
            }
        }
        public static int SolveCubic(float a, float b, float c, out float r0, out float r1, out float r2)
        {
            float p  = b - a * a / 3;
            float p3 = p * p * p;
            float q  = a * (2 * a * a - 9 * b) / 27 + c;
            float d  = q * q + 4 * p3 / 27;
            float s  = a / -3;

            if (d >= 0)
            {
                float z = MathF.Sqrt(d);
                float u = (-q + z) / 2;
                float v = (-q - z) / 2;
                u = MathF.Cbrt(u);
                v = MathF.Cbrt(v);

                r0 = s + u + v;
                Unsafe.SkipInit(out r1);
                Unsafe.SkipInit(out r2);
                return(1);
            }
            else
            {
                float u = MathF.Sqrt(p / -3);
                float v = MathF.Acos(-MathF.Sqrt(-27 / p3) * q / 2) / 3;
                float m = MathF.Cos(v);
                float n = MathF.Cos(v - MathF.PI / 2) * 1.732050808f;

                r0 = s + u * 2 * m;
                r1 = s + u * (-m - n);
                r2 = s + u * (-m + n);
                return(3);
            }
        }
示例#9
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        private static IEnumerable <Entity> LoadAtoms(string file, Dictionary <string, PhongMaterial> materials)
        {
            var mol = MoleculeFactory.Create(file);

            foreach (var a in mol.Atoms)
            {
                Debug.Assert(a.CovalentRadius != null, "a.CovalentRadius != null");
                yield return(new Sphere(Translation(a.Location) * Scale(a.CovalentRadius.Value / 150f))
                {
                    Material = materials[a.Symbol]
                });
            }

            foreach (var b in mol.Bonds)
            {
                var start     = b.Atom1.Location;
                var end       = b.Atom2.Location;
                var lineVec   = end - start;
                var axis      = Vector3.Normalize(Vector3.Cross(Vector3.UnitY, lineVec));
                var angle     = MathF.Acos(Vector3.Dot(Vector3.UnitY, Vector3.Normalize(lineVec)));
                var mat2      = Matrix4x4.Transpose(Matrix4x4.CreateFromAxisAngle(axis, angle));
                var transform = Translation(start) * mat2 * Scale(.1f, lineVec.Length(), .1f);

                var cy = new Cylinder(transform)
                {
                    IsClosed = true, Maximum = 1, Minimum = 0, Material = new PhongMaterial(Util.FromHex("#cccccc"))
                };
                yield return(cy);
            }
        }
示例#10
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        /// <summary>
        /// Adds an arc segment at the corner defined by the last path point and two specified points.
        /// </summary>
        public static void ArcTo(this Nvg nvg, Vector2D <float> p1, Vector2D <float> p2, float radius)
        {
            Vector2D <float> p0 = nvg.instructionQueue.EndPosition;

            if (nvg.instructionQueue.Count == 0)
            {
                return;
            }

            float distToll = nvg.pixelRatio.DistTol;

            if (Maths.PtEquals(p0, p1, distToll) ||
                Maths.PtEquals(p1, p2, distToll) ||
                Maths.DistPtSeg(p1, p0, p2) < distToll ||
                radius < distToll)
            {
                LineTo(nvg, p1);
                return;
            }

            Vector2D <float> d0 = p0 - p1;
            Vector2D <float> d1 = p2 - p1;

            d0 = Vector2D.Normalize(d0);
            d1 = Vector2D.Normalize(d1);
            float a = MathF.Acos(d0.X * d1.X + d0.Y * d1.Y);
            float d = radius / MathF.Tan(a / 2.0f);

            if (d > 10000.0f)
            {
                LineTo(nvg, p1);
                return;
            }

            Winding          dir;
            Vector2D <float> valuesC;
            float            a0, a1;

            if (Maths.Cross(d0, d1) > 0.0f)
            {
                float cx = p1.X + d0.X * d + d0.Y * radius;
                float cy = p1.Y + d0.Y * d + -d0.X * radius;
                a0      = MathF.Atan2(d0.X, -d0.Y);
                a1      = MathF.Atan2(-d1.X, d1.Y);
                dir     = Winding.Cw;
                valuesC = new Vector2D <float>(cx, cy);
            }
            else
            {
                float cx = p1.X + d0.X * d + -d0.Y * radius;
                float cy = p1.Y + d0.Y * d + d0.X * radius;
                a0      = MathF.Atan2(-d0.X, d0.Y);
                a1      = MathF.Atan2(d1.X, -d1.Y);
                dir     = Winding.Ccw;
                valuesC = new Vector2D <float>(cx, cy);
            }

            Arc(nvg, valuesC, radius, a0, a1, dir);
        }
示例#11
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        public void RecalculateAngles()
        {
            var dir    = new Vector4(0, 0, -1, 1);
            var newdir = (dir * Node.GetTransform.GlobalTransform).Xyz - Node.GetTransform.GlobalTransform.ExtractTranslation();

            phi   = (int)(MathF.Atan2(newdir.Z, newdir.X) * 180 / MathF.PI);
            theta = (int)(MathF.Acos(newdir.Y / newdir.Xzy.Length) * 180 / MathF.PI);
        }
示例#12
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        public static float AngleBetweenVectors(Vector2f a, Vector2f b)
        {
            //               ^ ^
            // angle = cos-1(a.b)
            return(MathF.Acos(Dot(Normalize(a), Normalize(b)))); //radians

            // angle  = cos-1(a.b / ||A|| * ||B||)
            // return MathF.Acos(Dot(a, b) / LengthSqrt(a) * LengthSqrt(b));
        }
示例#13
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        /// <summary>
        /// Represent vector as direction in scperical angles
        /// </summary>
        /// <param name="vector"></param>
        /// <returns>vector2 x - phi, y - theta in radians</returns>
        public static Vector2 ConvertVector2SphereAngles(Vector3 vector)
        {
            var result = Vector2.Zero;

            result.X = MathF.Atan2(vector.Z, vector.X);
            result.Y = MathF.Acos(vector.Y / vector.Xzy.Length);
            //           result.Z = vector.LengthFast;
            return(result);
        }
示例#14
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 public static void Acos()
 {
     Assert.Equal(0.0f, MathF.Acos(1.0f));
     AssertEqual(MathF.PI / 2.0f, MathF.Acos(0.0f), CrossPlatformMachineEpsilon * 10);
     AssertEqual(MathF.PI, MathF.Acos(-1.0f), CrossPlatformMachineEpsilon * 10);
     Assert.Equal(float.NaN, MathF.Acos(float.NaN));
     Assert.Equal(float.NaN, MathF.Acos(float.PositiveInfinity));
     Assert.Equal(float.NaN, MathF.Acos(float.NegativeInfinity));
 }
示例#15
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        public void SetHeight(int height, int offset = 0)
        {
            var length = this.GetMaxLength();

            var targetAngle = MathF.Acos((float)height / length);

            var targetAngleDegrees = (int)(targetAngle * (180.0 / MathF.PI)) + 45;

            this.servo.SetTargetAngle(targetAngleDegrees + offset);
        }
示例#16
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        private static void SetPlaneEntityRotation(int modelUpAxis, Vector3 upVector, Entity entity)
        {
            var axisModelUp = new Vector3 {
                [modelUpAxis] = 1f
            };
            var axisRotationVector = Vector3.Cross(axisModelUp, upVector);
            var axisRotationAngle  = MathF.Acos(Vector3.Dot(axisModelUp, upVector));

            entity.Transform.Rotation = Quaternion.RotationAxis(axisRotationVector, axisRotationAngle);
        }
示例#17
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        public override Color Eval(Normal normal, Vec inDir, Vec outDir, Vec2D uv)
        {
            float thetaIn = MathF.Acos(Utility.NormalizedDot(normal.ToVec(), inDir));
            float thetaOut = MathF.Acos(Utility.NormalizedDot(normal.ToVec(), outDir));

            if (MathF.Abs(thetaIn - thetaOut) < this.thresholdAngleRad)
                return this.pigment.getColor(uv);
            else
                return new Color(0f, 0f, 0f);
        }
示例#18
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        // [Benchmark]
        public float Acos()
        {
            float result = 0f;

            foreach (float value in array)
            {
                result += MathF.Acos(value);
            }

            return(result);
        }
示例#19
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        /// <summary>
        ///   <para>Spherically interpolates between two vectors.</para>
        /// </summary>
        /// <param name="from"></param>
        /// <param name="to"></param>
        /// <param name="t"></param>
        public static Vector3 Slerp(Vector3 from, Vector3 to, float t)
        {
            float dot = Dot(from, to);

            Math.Clamp(dot, -1.0f, 1.0f);
            float   theta       = MathF.Acos(dot) * t;
            Vector3 RelativeVec = to - from * dot;

            RelativeVec.Normalize();
            return((from * MathF.Cos(theta)) + (RelativeVec * MathF.Sin(theta)));
        }
示例#20
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        public static double SimpleAngleBetweenTwoVectors(Vector3 a, Vector3 b)
        {
            float c = MathF.Acos((float)Vector3.Dot(Vector3.Normalize(a), Vector3.Normalize(b)));

            if (ConvertRadiansToDegrees(MathF.Atan2(b.Z - a.Z, b.X - a.X)) < 90)
            {
                c = -c;
            }

            return(c);
        }
示例#21
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        public static float[] AnalazeVector(Vector2f vec)
        {
            float[] angles = new float[4];

            for (int i = 0; i < 4; ++i)
            {
                angles[i] = MathF.Acos((vec.X * SidesVectors[i].X) + (vec.Y * SidesVectors[i].Y));
            }

            return(angles);
        }
示例#22
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        //计算车到任务点的距离(这里只包括取货或者放货)
        public float getShortLength(Car car, Task task, TaskType taskType)
        {
            float shortLength = 0.0f;
            int   startNum    = car.car_EdgeData.vertexNum2;
            int   endNum      = 0;

            if (taskType == TaskType.Load)
            {
                endNum = task.loadGoods_EdgeData.vertexNum1;
            }
            else
            {
                endNum = task.unloadGoods_EdgeData.vertexNum1;
            }
            //使用djstra算法
            shortLength += CarDispatch.Tools.Tool.Djstl(this, startNum, endNum);
            //计算剩余的长度(包括小车到所在线段终点的距离+货物到达所在线段起点的距离)
            float lineLength1, lineLength2;

            lineLength1 = lineLength2 = 0.0f;
            Position carPos       = car.carPos;                        //车的位置
            Position carVertexPos = this.vertexes[startNum].vertexPos; //车所在曲线的终点位置

            //求lineLength1
            if (car.car_EdgeData.lineType == LineType.Curve)
            {
                float distance = MathF.Sqrt(MathF.Pow(carPos.x - carVertexPos.x, 2)
                                            + MathF.Pow(carPos.y - carVertexPos.y, 2));
                //注意ACos返回的是弧度值
                float degree = MathF.Acos(distance * 0.5f / curveRadius) * 2; //两点在圆弧上的圆心角度
                lineLength1 = degree * curveRadius;                           //弧长 = 半径 * 弧度
            }
            else
            {
                lineLength1 = MathF.Sqrt(MathF.Pow(carPos.x - carVertexPos.x, 2)
                                         + MathF.Pow(carPos.y - carVertexPos.y, 2));
            }
            Position taskPos       = task.loadGoodsPos;
            Position taskVertexPos = this.vertexes[endNum].vertexPos;//取货位置所在曲线起点的位置

            //求lineLength2
            if (task.loadGoods_EdgeData.lineType == LineType.Curve)
            {
                float distance = MathF.Sqrt(MathF.Pow(taskPos.x - taskVertexPos.x, 2)
                                            + MathF.Pow(taskPos.y - taskVertexPos.y, 2));
                //
                float degree = MathF.Acos(distance * 0.5f / curveRadius) * 2;
                lineLength2 = degree * curveRadius;
            }
            //总长度=lineLength1 + 中间路径 + lineLength2;
            shortLength += lineLength1 + lineLength2;
            return(shortLength);
        }
示例#23
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        private Matrix4 getLightViewMatrix(Camera camera, Light light)
        {
            var ld    = light.Direction.Normalized();
            var pitch = MathF.Acos(ld.Xz.Length);
            var yaw   = MathF.Atan(ld.X / ld.Z);

            yaw = ld.Z > 0 ? yaw - MathF.PI : yaw;

            return(Matrix4.CreateTranslation(-camera.Look) *
                   Matrix4.CreateRotationY(-yaw) *
                   Matrix4.CreateRotationX(pitch));
        }
示例#24
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        Quaternion CalculateRotation(float r, int Iphi, int Itheta)
        {
            var look = cameraDir.Xyz;
            var dir  = CalcPos(r, Iphi, Itheta);

            Vector3 axis = Vector3.Cross(look, dir);

            return(Quaternion.FromAxisAngle(axis, MathF.Acos(Vector3.Dot(dir, look))));

            //return Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.ConvertGrad2Radians(Itheta)) * Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.ConvertGrad2Radians(-Iphi));
            //return Quaternion.FromEulerAngles(MathHelper.ConvertGrad2Radians(Itheta), MathHelper.ConvertGrad2Radians(-Iphi),0);
        }
示例#25
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        private static Vector3 randomSphere()
        {
            float r1  = (float)rnd.NextDouble();
            float r2  = (float)rnd.NextDouble();
            float lat = MathF.Acos(2 * r1 - 1) - MathF.PI / 2;
            float lon = 2 * MathF.PI * r2;

            return(new Vector3(
                       MathF.Cos(lat) * MathF.Cos(lon),
                       MathF.Cos(lat) * MathF.Sin(lon),
                       MathF.Sin(lat)
                       ));
        }
示例#26
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        /// <summary>
        /// Updates the simulated 3D audio settings with
        /// an <see cref="AudioEmitter"/> and <see cref="AudioListener"/>.
        /// </summary>
        /// <exception cref="InvalidOperationException">
        /// You must call <see cref="Apply3D(AudioListener, AudioEmitter)"/>
        /// at least once before <see cref="Play()"/> to be able to call it in the future.
        /// </exception>
        /// <remarks>
        /// Calling this method automatically converts the sound to monoaural and
        /// sets the speaker mix for any sound played by this cue to a value calculated with
        /// the listener's and emitter's positions.
        /// Any stereo information in the sound will be discarded.
        /// </remarks>
        public void Apply3D(AudioListener listener, AudioEmitter emitter)
        {
            if (listener == null)
            {
                throw new ArgumentNullException(nameof(listener));
            }
            if (emitter == null)
            {
                throw new ArgumentNullException(nameof(emitter));
            }

            if (_played && !_applied3D)
            {
                throw new InvalidOperationException(
                          "You must call Apply3D() on a Cue before calling Play() " +
                          "to be able to call Apply3D() after calling Play().");
            }

            var direction = listener.Position - emitter.Position;

            lock (_engine.UpdateLock)
            {
                // Set the distance for falloff.
                var distance = direction.Length();
                var i        = FindVariable("Distance");
                _variables[i].SetValue(distance);

                // Calculate the orientation.
                if (distance > 0f)
                {
                    direction /= distance;
                }

                var right = Vector3.Cross(listener.Up, listener.Forward);
                var slope = Vector3.Dot(direction, listener.Forward);
                var angle = MathHelper.ToDegrees(MathF.Acos(slope));
                var j     = FindVariable("OrientationAngle");
                _variables[j].SetValue(angle);
                if (_currentSound != null)
                {
                    _currentSound.SetCuePan(Vector3.Dot(direction, right));
                }

                // Calculate doppler effect.
                var relativeVelocity = emitter.Velocity - listener.Velocity;
                relativeVelocity *= emitter.DopplerScale;
            }

            _applied3D = true;
        }
        private void updateLightViewMatrix(Vector3 direction, Vector3 center)
        {
            direction.Normalize();

            float pitch = (float)MathF.Acos(new Vector2(direction.X, direction.Z).Length);
            float yaw   = (float)MathHelper.RadiansToDegrees(((float)Math.Atan(direction.X / direction.Z)));

            yaw = direction.Z > 0 ? yaw - 180 : yaw;

            lightViewMatrix  = Matrix4.Identity;
            lightViewMatrix *= Matrix4.CreateRotationX(pitch);
            lightViewMatrix *= Matrix4.CreateRotationY((float)-MathHelper.DegreesToRadians(yaw));
            lightViewMatrix *= Matrix4.CreateTranslation(-center);
            shadowBox.UpdateLightMatrix(lightViewMatrix);
        }
示例#28
0
文件: Math.cs 项目: Ziriax/KleinSharp
        public static Branch Log(Rotor r)
        {
            float cos_ang = _mm_store_ss(r.P1);
            float ang     = MathF.Acos(cos_ang);
            float sin_ang = MathF.Sin(ang);

            var p1 = _mm_mul_ps(r.P1, Detail.rcp_nr1(_mm_set1_ps(sin_ang)));

            p1 = _mm_mul_ps(p1, _mm_set1_ps(ang));
            p1 = Sse41.IsSupported
                                ? _mm_blend_ps(p1, _mm_setzero_ps(), 1)
                                : _mm_and_ps(p1, _mm_castsi128_ps(_mm_set_epi32(-1, -1, -1, 0)));

            return(new Branch(p1));
        }
示例#29
0
        private Vector2 GetTextureCoords(Vector3 position)
        {
            var phi   = MathF.Atan2(position.X, position.Z);
            var theta = MathF.Acos(position.Y);

            if (phi < 0)
            {
                phi += 2 * MathF.PI;
            }

            var u = phi * (1 / (2 * MathF.PI));
            var v = 1 - theta * (1 / MathF.PI);

            return(new Vector2(u, v));
        }
示例#30
0
        private Vector2 GetTextureCoords(Vector3 normal)
        {
            var phi   = MathF.Atan2(normal.X, normal.Z);
            var theta = MathF.Acos(normal.Y);

            if (phi < 0)
            {
                phi += 2 * MathF.PI;
            }

            var u = phi * (1 / (2 * MathF.PI));
            var v = 1 - theta * (1 / MathF.PI);

            return(new Vector2(u, v));
        }