示例#1
0
        public FVec3 Transform(FQuat quaternion)
        {
            Fix64 x2  = quaternion.x + quaternion.x;
            Fix64 y2  = quaternion.y + quaternion.y;
            Fix64 z2  = quaternion.z + quaternion.z;
            Fix64 xx2 = quaternion.x * x2;
            Fix64 xy2 = quaternion.x * y2;
            Fix64 xz2 = quaternion.x * z2;
            Fix64 yy2 = quaternion.y * y2;
            Fix64 yz2 = quaternion.y * z2;
            Fix64 zz2 = quaternion.z * z2;
            Fix64 wx2 = quaternion.w * x2;
            Fix64 wy2 = quaternion.w * y2;
            Fix64 wz2 = quaternion.w * z2;

            return(new FVec3
                   (
                       this.x * (Fix64.One - yy2 - zz2) + this.y * (xy2 - wz2) + this.z * (xz2 + wy2),
                       this.x * (xy2 + wz2) + this.y * (Fix64.One - xx2 - zz2) + this.z * (yz2 - wx2),
                       this.x * (xz2 - wy2) + this.y * (yz2 + wx2) + this.z * (Fix64.One - xx2 - yy2)
                   ));
        }
示例#2
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        public static FVec3 OrthoNormalVector(FVec3 v)
        {
            FVec3 res = new FVec3();

            if (Fix64.Abs(v.z) > OVER_SQRT2)
            {
                Fix64 a = v.y * v.y + v.z * v.z;
                Fix64 k = Fix64.One / Fix64.Sqrt(a);
                res.x = Fix64.Zero;
                res.y = -v.z * k;
                res.z = v.y * k;
            }
            else
            {
                Fix64 a = v.x * v.x + v.y * v.y;
                Fix64 k = Fix64.One / Fix64.Sqrt(a);
                res.x = -v.y * k;
                res.y = v.x * k;
                res.z = Fix64.Zero;
            }

            return(res);
        }
示例#3
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 public static FVec3 Max(FVec3 v, Fix64 value)
 {
     return(new FVec3(Fix64.Max(v.x, value), Fix64.Max(v.y, value), Fix64.Max(v.z, value)));
 }
示例#4
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        public static FVec3 Hermite(FVec3 value1, FVec3 tangent1, FVec3 value2, FVec3 tangent2, Fix64 t)
        {
            Fix64 weightSquared = t * t;
            Fix64 weightCubed   = t * weightSquared;
            Fix64 value1Blend   = ( Fix64 )2 * weightCubed - ( Fix64 )3 * weightSquared + Fix64.One;
            Fix64 tangent1Blend = weightCubed - ( Fix64 )2 * weightSquared + t;
            Fix64 value2Blend   = ( Fix64 )(-2) * weightCubed + ( Fix64 )3 * weightSquared;
            Fix64 tangent2Blend = weightCubed - weightSquared;

            return(new FVec3
                   (
                       value1.x * value1Blend + value2.x * value2Blend + tangent1.x * tangent1Blend + tangent2.x * tangent2Blend,
                       value1.y * value1Blend + value2.y * value2Blend + tangent1.y * tangent1Blend + tangent2.y * tangent2Blend,
                       value1.z * value1Blend + value2.z * value2Blend + tangent1.z * tangent1Blend + tangent2.z * tangent2Blend
                   ));
        }
示例#5
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 public FVec3(float value)
 {
     this.x = ( Fix64 )value;
     this.y = ( Fix64 )value;
     this.z = ( Fix64 )value;
 }
示例#6
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        public static FVec3 RotateTowards(FVec3 current, FVec3 target, Fix64 maxRadiansDelta, Fix64 maxMagnitudeDelta)
        {
            Fix64 len1 = current.Magnitude();
            Fix64 len2 = target.Magnitude();

            if (len1 > Fix64.Epsilon && len2 > Fix64.Epsilon)
            {
                FVec3 from  = current / len1;
                FVec3 to    = target / len2;
                Fix64 cosom = Dot(from, to);

                if (cosom > Fix64.One - Fix64.Epsilon)
                {
                    return(MoveTowards(current, target, maxMagnitudeDelta));
                }
                if (cosom < -Fix64.One + Fix64.Epsilon)
                {
                    FQuat q = FQuat.AngleAxis(maxRadiansDelta * Fix64.RAD_TO_DEG, OrthoNormalVector(from));
                    return(q * from * ClampedMove(len1, len2, maxMagnitudeDelta));
                }
                else
                {
                    Fix64 angle = Fix64.Acos(cosom);
                    FQuat q     = FQuat.AngleAxis(Fix64.Min(maxRadiansDelta, angle) * Fix64.RAD_TO_DEG,
                                                  Normalize(Cross(from, to)));
                    return(q * from * ClampedMove(len1, len2, maxMagnitudeDelta));
                }
            }

            return(MoveTowards(current, target, maxMagnitudeDelta));
        }
示例#7
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        public static FVec3 SmoothDamp(FVec3 current, FVec3 target, ref FVec3 currentVelocity, Fix64 smoothTime, Fix64 maxSpeed,
                                       Fix64 deltaTime)
        {
            smoothTime = Fix64.Max(Fix64.Epsilon, smoothTime);

            Fix64 num       = ( Fix64 )2 / smoothTime;
            Fix64 num2      = num * deltaTime;
            Fix64 num3      = Fix64.One / (Fix64.One + num2 + ( Fix64 )0.48 * num2 * num2 + ( Fix64 )0.235 * num2 * num2 * num2);
            Fix64 maxLength = maxSpeed * smoothTime;
            FVec3 vector    = current - target;

            vector.ClampMagnitude(maxLength);

            target = current - vector;
            FVec3 vec3 = (currentVelocity + (vector * num)) * deltaTime;

            currentVelocity = (currentVelocity - (vec3 * num)) * num3;

            var vector4 = target + (vector + vec3) * num3;

            if (Dot(target - current, vector4 - target) > Fix64.Zero)
            {
                vector4 = target;
                currentVelocity.Set(Fix64.Zero, Fix64.Zero, Fix64.Zero);
            }
            return(vector4);
        }
示例#8
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 public Fix64 Magnitude()
 {
     return(Fix64.Sqrt(this.x * this.x + this.y * this.y + this.z * this.z));
 }
示例#9
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 public FVec3(Fix64 value)
 {
     this.x = value;
     this.y = value;
     this.z = value;
 }
示例#10
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 public static FVec3 Normalize(FVec3 v)
 {
     return(v * (Fix64.One / Fix64.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z)));
 }
示例#11
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 public bool ApproxEquals(FVec3 vector, Fix64 tolerance)
 {
     return(this.Distance(vector) <= tolerance);
 }
示例#12
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 public void Scale(FVec3 scale)
 {
     this.x *= scale.x;
     this.y *= scale.y;
     this.z *= scale.z;
 }
示例#13
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 public void Negate()
 {
     this.x = -this.x;
     this.y = -this.y;
     this.z = -this.z;
 }
示例#14
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 public static FVec3 Min(FVec3 v, FVec3 v1)
 {
     return(new FVec3(Fix64.Min(v.x, v1.x), Fix64.Min(v.y, v1.y), Fix64.Min(v.z, v1.z)));
 }
示例#15
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 public static FVec3 LerpUnclamped(FVec3 from, FVec3 to, Fix64 t)
 {
     return(new FVec3(from.x + (to.x - from.x) * t, from.y + (to.y - from.y) * t, from.z + (to.z - from.z) * t));
 }
示例#16
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 public FVec3(float x, float y, float z)
 {
     this.x = ( Fix64 )x;
     this.y = ( Fix64 )y;
     this.z = ( Fix64 )z;
 }
示例#17
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 public static FVec3 Lerp(FVec3 from, FVec3 to, Fix64 t)
 {
     return(t <= Fix64.Zero ? from : (t >= Fix64.One ? to : LerpUnclamped(from, to, t)));
 }
示例#18
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 public FVec3(Fix64 x, Fix64 y, Fix64 z)
 {
     this.x = x;
     this.y = y;
     this.z = z;
 }
示例#19
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 public void Set(Fix64 x, Fix64 y, Fix64 z)
 {
     this.x = x;
     this.y = y;
     this.z = z;
 }