示例#1
0
        private static LQuaternion MatrixToQuaternion(LMatrix33 m)
        {
            LQuaternion quat = new LQuaternion();

            LFloat fTrace = m[0, 0] + m[1, 1] + m[2, 2];
            LFloat root;

            if (fTrace > 0)
            {
                root   = LMath.Sqrt(fTrace + 1);
                quat.w = LFloat.half * root;
                root   = LFloat.half / root;
                quat.x = (m[2, 1] - m[1, 2]) * root;
                quat.y = (m[0, 2] - m[2, 0]) * root;
                quat.z = (m[1, 0] - m[0, 1]) * root;
            }
            else
            {
                int[] s_iNext = new int[] { 1, 2, 0 };
                int   i       = 0;
                if (m[1, 1] > m[0, 0])
                {
                    i = 1;
                }

                if (m[2, 2] > m[i, i])
                {
                    i = 2;
                }

                int j = s_iNext[i];
                int k = s_iNext[j];

                root = LMath.Sqrt(m[i, i] - m[j, j] - m[k, k] + 1);
                if (root < 0)
                {
                    throw new IndexOutOfRangeException("error!");
                }

                quat[i] = LFloat.half * root;
                root    = LFloat.half / root;
                quat.w  = (m[k, j] - m[j, k]) * root;
                quat[j] = (m[j, i] + m[i, j]) * root;
                quat[k] = (m[k, i] + m[i, k]) * root;
            }

            LFloat nor = LMath.Sqrt(Dot(quat, quat));

            quat = new LQuaternion(quat.x / nor, quat.y / nor, quat.z / nor, quat.w / nor);

            return(quat);
        }
示例#2
0
        public void Normalize()
        {
            long sqr = _x * _x + _y * _y;

            if (sqr == 0L)
            {
                return;
            }

            long b = (long)LMath.Sqrt(sqr);

            this._x = (_x * LFloat.Precision / b);
            this._y = (_y * LFloat.Precision / b);
        }
示例#3
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#4
0
        public LVector3 Normalize(LFloat newMagn)
        {
            long sqr = _x * _x + _y * _y + _z * _z;

            if (sqr == 0L)
            {
                return(LVector3.zero);
            }
            long b = LMath.Sqrt(sqr);

            _x = (_x * LFloat.Precision / b);
            _y = (_y * LFloat.Precision / b);
            _z = (_z * LFloat.Precision / b);
            return(this);
        }
示例#5
0
        public void Normalize()
        {
            long num  = (long)(this._x * 100);
            long num2 = (long)(this._y * 100);
            long num3 = num * num + num2 * num2;

            if (num3 == 0L)
            {
                return;
            }

            long b = (long)LMath.Sqrt(num3);

            this._x = (int)(num * 1000L / b);
            this._y = (int)(num2 * 1000L / b);
        }
示例#6
0
        public LVector3 Normalize(LFloat newMagn)
        {
            long num  = (long)(this._x * 100);
            long num2 = (long)(this._y * 100);
            long num3 = (long)(this._z * 100);
            long num4 = num * num + num2 * num2 + num3 * num3;

            if (num4 == 0L)
            {
                return(this);
            }

            long b    = (long)LMath.Sqrt(num4);
            long num5 = newMagn._val;

            this._x = (int)(num * num5 / b);
            this._y = (int)(num2 * num5 / b);
            this._z = (int)(num3 * num5 / b);
            return(this);
        }
示例#7
0
        /// <summary>
        /// 线性插值(无限制)
        /// </summary>
        /// <param name="a"></param>
        /// <param name="b"></param>
        /// <param name="t"></param>
        /// <returns></returns>
        public static LQuaternion LerpUnclamped(LQuaternion a, LQuaternion b, LFloat t)
        {
            LQuaternion tmpQuat = new LQuaternion();

            if (Dot(a, b) < 0)
            {
                tmpQuat.Set(a.x + t * (-b.x - a.x),
                            a.y + t * (-b.y - a.y),
                            a.z + t * (-b.z - a.z),
                            a.w + t * (-b.w - a.w));
            }
            else
            {
                tmpQuat.Set(a.x + t * (b.x - a.x),
                            a.y + t * (b.y - a.y),
                            a.z + t * (b.z - a.z),
                            a.w + t * (b.w - a.w));
            }

            LFloat nor = LMath.Sqrt(Dot(tmpQuat, tmpQuat));

            return(new LQuaternion(tmpQuat.x / nor, tmpQuat.y / nor, tmpQuat.z / nor, tmpQuat.w / nor));
        }