示例#1
0
        // Creates a unit quaternion that represents the rotation from a to b. a and b do not need to be normalized.
        public static F64Quat FromTwoVectors(F64Vec3 a, F64Vec3 b)
        { // From: http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
            F64 epsilon = F64.Ratio(1, 1000000);

            F64 norm_a_norm_b = F64.SqrtFastest(F64Vec3.LengthSqr(a) * F64Vec3.LengthSqr(b));
            F64 real_part     = norm_a_norm_b + F64Vec3.Dot(a, b);

            F64Vec3 v;

            if (real_part < (epsilon * norm_a_norm_b))
            {
                /* If u and v are exactly opposite, rotate 180 degrees
                 * around an arbitrary orthogonal axis. Axis normalization
                 * can happen later, when we normalize the quaternion. */
                real_part = F64.Zero;
                bool cond = F64.Abs(a.X) > F64.Abs(a.Z);
                v = cond ? new F64Vec3(-a.Y, a.X, F64.Zero)
                         : new F64Vec3(F64.Zero, -a.Z, a.Y);
            }
            else
            {
                /* Otherwise, build quaternion the standard way. */
                v = F64Vec3.Cross(a, b);
            }

            return(NormalizeFastest(new F64Quat(v, real_part)));
        }
示例#2
0
        public static F64Quat Slerp(F64Quat q1, F64Quat q2, F64 t)
        {
            F64 epsilon   = F64.Ratio(1, 1000000);
            F64 cos_omega = q1.X * q2.X + q1.Y * q2.Y + q1.Z * q2.Z + q1.W * q2.W;

            bool flip = false;

            if (cos_omega < 0)
            {
                flip      = true;
                cos_omega = -cos_omega;
            }

            F64 s1, s2;

            if (cos_omega > (F64.One - epsilon))
            {
                // Too close, do straight linear interpolation.
                s1 = F64.One - t;
                s2 = (flip) ? -t : t;
            }
            else
            {
                F64 omega         = F64.AcosFastest(cos_omega);
                F64 inv_sin_omega = F64.RcpFastest(F64.SinFastest(omega));

                s1 = F64.SinFastest((F64.One - t) * omega) * inv_sin_omega;
                s2 = (flip)
                    ? -F64.SinFastest(t * omega) * inv_sin_omega
                    : F64.SinFastest(t * omega) * inv_sin_omega;
            }

            return(new F64Quat(
                       s1 * q1.X + s2 * q2.X,
                       s1 * q1.Y + s2 * q2.Y,
                       s1 * q1.Z + s2 * q2.Z,
                       s1 * q1.W + s2 * q2.W));
        }