示例#1
0
        public static Vector3 SlerpUnclamped(Vector3 p, Vector3 q, float t)
        {
            bool errorFlag1 = false;
            bool errorFlag2 = false;

            CheckUnitVector(p, ref errorFlag1);
            CheckUnitVector(q, ref errorFlag2);
            if (errorFlag1)
            {
                p = p.Normalized;
            }
            if (errorFlag2)
            {
                q = q.Normalized;
            }
            float cosine = (p.x * q.x) + (p.y * q.y) + (p.z * q.z);

            cosine = MathHelpers.Clamp(-1, 1, cosine);

            if (MathHelpers.IsEqual(cosine - 1, 0.000001f, MathHelpers.Precision.Precision_6))
            {
                // use lerp
                Vector3 result = LerpUnclamped(p, q, t);
                return(result.Normalized);
            }
            float   radians = (float)Math.Acos(cosine);
            float   scale_0 = (float)Math.Sin((1 - t) * radians);
            float   scale_1 = (float)Math.Sin(t * radians);
            Vector3 result2 = (p * scale_0 + q * scale_1) / (float)Math.Sin(radians);

            return(result2.Normalized);
        }
示例#2
0
        public static Vector2 SlerpUnclamped(Vector2 p, Vector2 q, float t)
        {
            CheckUnitVector(p, "p is not unit vector :" + p.ToString());
            CheckUnitVector(q, "q is not unit vector :" + q.ToString());
            float cosine = (p.x * q.x) + (p.y * q.y);

            if (MathHelpers.IsEqual(cosine, 0.999999f, MathHelpers.Precision.Precision_6))             // vectors are almost parallel
            {
                // use lerp
                Vector2 result = Lerp(p, q, t);
                return(result.Normalized);
            }
            float   radians = (float)Math.Acos(cosine);
            float   scale_0 = (float)Math.Sin((1 - t) * radians);
            float   scale_1 = (float)Math.Sin(t * radians);
            Vector2 result2 = (p * scale_0 + q * scale_1) / (float)Math.Sin(radians);

            return(result2.Normalized);
        }
示例#3
0
 public bool Equals(Quaternion other)
 {
     return(MathHelpers.IsEqual(_v.x, other.x) && MathHelpers.IsEqual(_v.y, other.y) && MathHelpers.IsEqual(_v.z, other.z) && MathHelpers.IsEqual(_w, other.w));
 }
示例#4
0
 public bool Equals(Vector3 other)
 {
     return(MathHelpers.IsEqual(_x, other.x) && MathHelpers.IsEqual(_y, other.y) && MathHelpers.IsEqual(_z, other.z));
 }
示例#5
0
 public bool Equals(Matrix3x4 other)
 {
     return(MathHelpers.IsEqual(m00, other.m00) && MathHelpers.IsEqual(m01, other.m01) && MathHelpers.IsEqual(m02, other.m02) && MathHelpers.IsEqual(m03, other.m03) &&
            MathHelpers.IsEqual(m10, other.m10) && MathHelpers.IsEqual(m11, other.m11) && MathHelpers.IsEqual(m12, other.m12) && MathHelpers.IsEqual(m13, other.m13) &&
            MathHelpers.IsEqual(m20, other.m20) && MathHelpers.IsEqual(m21, other.m21) && MathHelpers.IsEqual(m22, other.m22) && MathHelpers.IsEqual(m23, other.m23));
 }