示例#1
0
        public LVector3 this[int index]
        {
            get
            {
                switch (index)
                {
                case 0: return(x);

                case 1: return(y);

                case 2: return(z);

                default: throw new System.IndexOutOfRangeException("vector idx invalid" + index);
                }
            }
            set
            {
                switch (index)
                {
                case 0: x = value; break;

                case 1: y = value; break;

                case 2: z = value; break;

                default: throw new System.IndexOutOfRangeException("vector idx invalid" + index);
                }
            }
        }
示例#2
0
        public LVector3 WorldToLocal(LVector3 vec)
        {
            var _x = Dot(x, vec);
            var _y = Dot(y, vec);
            var _z = Dot(z, vec);

            return(new LVector3(_x, _y, _z));
        }
示例#3
0
 public LMatrix33(LVector3 column0, LVector3 column1, LVector3 column2)
 {
     this.m00 = column0._x;
     this.m01 = column1._x;
     this.m02 = column2._x;
     this.m10 = column0._y;
     this.m11 = column1._y;
     this.m12 = column2._y;
     this.m20 = column0._z;
     this.m21 = column1._z;
     this.m22 = column2._z;
 }
示例#4
0
        /// <summary>
        /// 转换为角轴
        /// </summary>
        /// <param name="angle"></param>
        /// <param name="axis"></param>
        public void ToAngleAxis(out LFloat angle, out LVector3 axis)
        {
            angle = 2 * LMath.Acos(w);
            if (angle == 0)
            {
                axis = LVector3.right;
                return;
            }

            LFloat div = 1 / LMath.Sqrt(1 - w * w);

            axis  = new LVector3(x * div, y * div, z * div);
            angle = angle * 180 / LMath.PI;
        }
示例#5
0
        /// <summary>
        /// 轴向旋转
        /// </summary>
        /// <param name="angle"></param>
        /// <param name="axis"></param>
        /// <returns></returns>
        public static LQuaternion AngleAxis(LFloat angle, LVector3 axis)
        {
            axis  = axis.normalized;
            angle = angle * LMath.Deg2Rad;

            LQuaternion q = new LQuaternion();

            LFloat halfAngle = angle * LFloat.half;
            LFloat s         = LMath.Sin(halfAngle);

            q.w = LMath.Cos(halfAngle);
            q.x = s * axis.x;
            q.y = s * axis.y;
            q.z = s * axis.z;

            return(q);
        }
示例#6
0
        private LVector3 MatrixToEuler(LMatrix33 m)
        {
            LVector3 v = new LVector3();

            if (m[1, 2] < 1)
            {
                if (m[1, 2] > -1)
                {
                    v.x = LMath.Asin(-m[1, 2]);
                    v.y = LMath.Atan2(m[0, 2], m[2, 2]);
                    v.z = LMath.Atan2(m[1, 0], m[1, 1]);
                }
                else
                {
                    v.x = LMath.PI * LFloat.half;
                    v.y = LMath.Atan2(m[0, 1], m[0, 0]);
                    v.z = (LFloat)0;
                }
            }
            else
            {
                v.x = -LMath.PI * LFloat.half;
                v.y = LMath.Atan2(-m[0, 1], m[0, 0]);
                v.z = (LFloat)0;
            }

            for (int i = 0; i < 3; i++)
            {
                if (v[i] < 0)
                {
                    v[i] += LMath.PI2;
                }
                else if (v[i] > LMath.PI2)
                {
                    v[i] -= LMath.PI2;
                }
            }

            return(v);
        }
示例#7
0
        /// <summary>
        /// 两个向量之间的夹角
        /// </summary>
        /// <param name="viewVec"></param>
        /// <param name="upVec"></param>
        /// <returns></returns>
        private static LMatrix33 LookRotationToMatrix(LVector3 viewVec, LVector3 upVec)
        {
            LVector3  z = viewVec;
            LMatrix33 m = new LMatrix33();

            LFloat mag = z.magnitude;

            if (mag <= 0)
            {
                m = LMatrix33.identity;
            }

            z /= mag;

            LVector3 x = Cross(upVec, z);

            mag = x.magnitude;
            if (mag <= 0)
            {
                m = LMatrix33.identity;
            }

            x /= mag;

            LVector3 y = Cross(z, x);

            m[0, 0] = x.x;
            m[0, 1] = y.x;
            m[0, 2] = z.x;
            m[1, 0] = x.y;
            m[1, 1] = y.y;
            m[1, 2] = z.y;
            m[2, 0] = x.z;
            m[2, 1] = y.z;
            m[2, 2] = z.z;

            return(m);
        }
示例#8
0
        /// <summary>
        /// 注视旋转
        /// </summary>
        /// <param name="forward"></param>
        /// <returns></returns>
        public static LQuaternion LookRotation(LVector3 forward)
        {
            LVector3 up = LVector3.up;

            return(LookRotation(forward, up));
        }
示例#9
0
 public LAxis3D(LVector3 x, LVector3 y, LVector3 z)
 {
     this.x = x;
     this.y = y;
     this.z = z;
 }
示例#10
0
 /// <summary>
 /// 设置注视旋转
 /// </summary>
 /// <param name="view"></param>
 public void SetLookRotation(LVector3 view)
 {
     this = LookRotation(view);
 }
示例#11
0
 /// <summary>
 /// 设置角度
 /// </summary>
 /// <param name="fromDirection"></param>
 /// <param name="toDirection"></param>
 public void SetFromToRotation(LVector3 fromDirection, LVector3 toDirection)
 {
     this = FromToRotation(fromDirection, toDirection);
 }
示例#12
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 public LVector3 LocalToWorld(LVector3 vec)
 {
     return(x * vec.x + y * vec.y + z * vec.z);
 }
示例#13
0
 /// <summary>
 /// 向量间的角度
 /// </summary>
 /// <param name="fromDirection"></param>
 /// <param name="toDirection"></param>
 /// <returns></returns>
 public static LQuaternion FromToRotation(LVector3 fromDirection, LVector3 toDirection)
 {
     throw new IndexOutOfRangeException("Not Available!");
 }
示例#14
0
 /// <summary>
 /// 欧拉角转四元数
 /// </summary>
 /// <param name="euler"></param>
 /// <returns></returns>
 public static LQuaternion Euler(LVector3 euler)
 {
     return(Euler(euler.x, euler.y, euler.z));
 }
示例#15
0
 public static LVector3Int ToLVector3Int(this LVector3 vec)
 {
     return new LVector3Int(vec.x.ToInt(), vec.y.ToInt(),vec.z.ToInt());
 }
示例#16
0
 /// <summary>
 ///   <para>Sets a row of the matrix.</para>
 /// </summary>
 /// <param name="index"></param>
 /// <param name="row"></param>
 public void SetRow(int index, LVector3 row)
 {
     this[index, 0] = row.x;
     this[index, 1] = row.y;
     this[index, 2] = row.z;
 }
示例#17
0
 /// <summary>
 ///   <para>Sets a column of the matrix.</para>
 /// </summary>
 /// <param name="index"></param>
 /// <param name="column"></param>
 public void SetColumn(int index, LVector3 column)
 {
     this[0, index] = column.x;
     this[1, index] = column.y;
     this[2, index] = column.z;
 }
示例#18
0
        /// <summary>
        /// 注视旋转
        /// </summary>
        /// <param name="forward"></param>
        /// <param name="upwards"></param>
        /// <returns></returns>
        public static LQuaternion LookRotation(LVector3 forward, LVector3 upwards)
        {
            LMatrix33 m = LookRotationToMatrix(forward, upwards);

            return(MatrixToQuaternion(m));
        }
示例#19
0
 public LAxis2D(LVector3 x, LVector3 y)
 {
     this.x = x;
     this.y = y;
 }