| 1 | #region LGPL License |
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| 2 | /* |
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| 3 | Axiom Graphics Engine Library |
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| 4 | Copyright © 2003-2011 Axiom Project Team |
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| 5 | |
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| 6 | The overall design, and a majority of the core engine and rendering code |
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| 7 | contained within this library is a derivative of the open source Object Oriented |
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| 8 | Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net. |
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| 9 | Many thanks to the OGRE team for maintaining such a high quality project. |
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| 10 | |
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| 11 | The math library included in this project, in addition to being a derivative of |
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| 12 | the works of Ogre, also include derivative work of the free portion of the |
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| 13 | Wild Magic mathematics source code that is distributed with the excellent |
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| 14 | book Game Engine Design. |
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| 15 | http://www.wild-magic.com/ |
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| 16 | |
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| 17 | This library is free software; you can redistribute it and/or |
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| 18 | modify it under the terms of the GNU Lesser General Public |
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| 19 | License as published by the Free Software Foundation; either |
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| 20 | version 2.1 of the License, or (at your option) any later version. |
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| 21 | |
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| 22 | This library is distributed in the hope that it will be useful, |
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| 23 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 24 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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| 25 | Lesser General Public License for more details. |
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| 26 | |
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| 27 | You should have received a copy of the GNU Lesser General Public |
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| 28 | License along with this library; if not, write to the Free Software |
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| 29 | Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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| 30 | */ |
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| 31 | #endregion |
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| 32 | |
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| 33 | #region SVN Version Information |
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| 34 | // <file> |
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| 35 | // <license see="http://axiom3d.net/wiki/index.php/license.txt"/> |
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| 36 | // <id value="$Id$"/> |
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| 37 | // </file> |
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| 38 | #endregion SVN Version Information |
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| 39 | |
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| 40 | #region Namespace Declarations |
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| 41 | |
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| 42 | using System; |
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| 43 | using System.Diagnostics; |
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| 44 | using System.Globalization; |
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| 45 | |
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| 46 | #endregion Namespace Declarations |
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| 47 | |
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| 48 | namespace Axiom.Math |
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| 49 | { |
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| 50 | /// <summary> |
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| 51 | /// Summary description for Quaternion. |
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| 52 | /// </summary> |
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| 53 | public struct Quaternion |
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| 54 | { |
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| 55 | #region Private member variables and constants |
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| 56 | |
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| 57 | const float EPSILON = 1e-03f; |
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| 58 | |
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| 59 | public Real w, x, y, z; |
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| 60 | |
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| 61 | private static readonly Quaternion identityQuat = new Quaternion( 1.0f, 0.0f, 0.0f, 0.0f ); |
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| 62 | private static readonly Quaternion zeroQuat = new Quaternion( 0.0f, 0.0f, 0.0f, 0.0f ); |
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| 63 | private static readonly int[] next = new int[ 3 ] { 1, 2, 0 }; |
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| 64 | |
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| 65 | #endregion |
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| 66 | |
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| 67 | #region Constructors |
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| 68 | |
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| 69 | // public Quaternion() |
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| 70 | // { |
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| 71 | // this.w = 1.0f; |
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| 72 | // } |
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| 73 | |
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| 74 | /// <summary> |
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| 75 | /// Creates a new Quaternion. |
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| 76 | /// </summary> |
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| 77 | public Quaternion( Real w, Real x, Real y, Real z ) |
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| 78 | { |
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| 79 | this.w = w; |
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| 80 | this.x = x; |
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| 81 | this.y = y; |
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| 82 | this.z = z; |
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| 83 | } |
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| 84 | |
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| 85 | #endregion |
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| 86 | |
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| 87 | #region Operator Overloads + CLS compliant method equivalents |
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| 88 | |
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| 89 | /// <summary> |
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| 90 | /// Used to multiply 2 Quaternions together. |
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| 91 | /// </summary> |
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| 92 | /// <remarks> |
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| 93 | /// Quaternion multiplication is not communative in most cases. |
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| 94 | /// i.e. p*q != q*p |
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| 95 | /// </remarks> |
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| 96 | /// <param name="left"></param> |
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| 97 | /// <param name="right"></param> |
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| 98 | /// <returns></returns> |
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| 99 | public static Quaternion Multiply( Quaternion left, Quaternion right ) |
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| 100 | { |
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| 101 | return left * right; |
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| 102 | } |
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| 103 | |
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| 104 | /// <summary> |
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| 105 | /// Used to multiply 2 Quaternions together. |
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| 106 | /// </summary> |
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| 107 | /// <remarks> |
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| 108 | /// Quaternion multiplication is not communative in most cases. |
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| 109 | /// i.e. p*q != q*p |
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| 110 | /// </remarks> |
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| 111 | /// <param name="left"></param> |
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| 112 | /// <param name="right"></param> |
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| 113 | /// <returns></returns> |
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| 114 | public static Quaternion operator *( Quaternion left, Quaternion right ) |
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| 115 | { |
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| 116 | Quaternion q = new Quaternion(); |
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| 117 | |
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| 118 | q.w = left.w * right.w - left.x * right.x - left.y * right.y - left.z * right.z; |
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| 119 | q.x = left.w * right.x + left.x * right.w + left.y * right.z - left.z * right.y; |
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| 120 | q.y = left.w * right.y + left.y * right.w + left.z * right.x - left.x * right.z; |
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| 121 | q.z = left.w * right.z + left.z * right.w + left.x * right.y - left.y * right.x; |
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| 122 | |
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| 123 | /* |
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| 124 | return new Quaternion |
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| 125 | ( |
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| 126 | left.w * right.w - left.x * right.x - left.y * right.y - left.z * right.z, |
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| 127 | left.w * right.x + left.x * right.w + left.y * right.z - left.z * right.y, |
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| 128 | left.w * right.y + left.y * right.w + left.z * right.x - left.x * right.z, |
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| 129 | left.w * right.z + left.z * right.w + left.x * right.y - left.y * right.x |
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| 130 | ); */ |
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| 131 | |
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| 132 | return q; |
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| 133 | } |
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| 134 | |
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| 135 | |
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| 136 | /// <summary> |
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| 137 | /// |
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| 138 | /// </summary> |
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| 139 | /// <param name="quat"></param> |
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| 140 | /// <param name="vector"></param> |
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| 141 | /// <returns></returns> |
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| 142 | public static Vector3 Multiply( Quaternion quat, Vector3 vector ) |
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| 143 | { |
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| 144 | return quat * vector; |
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| 145 | } |
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| 146 | |
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| 147 | /// <summary> |
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| 148 | /// |
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| 149 | /// </summary> |
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| 150 | /// <param name="quat"></param> |
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| 151 | /// <param name="vector"></param> |
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| 152 | /// <returns></returns> |
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| 153 | public static Vector3 operator *( Quaternion quat, Vector3 vector ) |
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| 154 | { |
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| 155 | // nVidia SDK implementation |
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| 156 | Vector3 uv, uuv; |
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| 157 | Vector3 qvec = new Vector3( quat.x, quat.y, quat.z ); |
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| 158 | |
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| 159 | uv = qvec.Cross( vector ); |
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| 160 | uuv = qvec.Cross( uv ); |
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| 161 | uv *= ( 2.0f * quat.w ); |
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| 162 | uuv *= 2.0f; |
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| 163 | |
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| 164 | return vector + uv + uuv; |
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| 165 | |
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| 166 | // get the rotation matrix of the Quaternion and multiply it times the vector |
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| 167 | //return quat.ToRotationMatrix() * vector; |
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| 168 | } |
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| 169 | |
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| 170 | /// <summary> |
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| 171 | /// Used when a Real value is multiplied by a Quaternion. |
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| 172 | /// </summary> |
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| 173 | /// <param name="scalar"></param> |
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| 174 | /// <param name="right"></param> |
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| 175 | /// <returns></returns> |
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| 176 | public static Quaternion Multiply( Real scalar, Quaternion right ) |
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| 177 | { |
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| 178 | return scalar * right; |
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| 179 | } |
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| 180 | |
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| 181 | /// <summary> |
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| 182 | /// Used when a Real value is multiplied by a Quaternion. |
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| 183 | /// </summary> |
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| 184 | /// <param name="scalar"></param> |
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| 185 | /// <param name="right"></param> |
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| 186 | /// <returns></returns> |
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| 187 | public static Quaternion operator *( Real scalar, Quaternion right ) |
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| 188 | { |
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| 189 | return new Quaternion( scalar * right.w, scalar * right.x, scalar * right.y, scalar * right.z ); |
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| 190 | } |
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| 191 | |
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| 192 | /// <summary> |
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| 193 | /// Used when a Quaternion is multiplied by a Real value. |
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| 194 | /// </summary> |
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| 195 | /// <param name="left"></param> |
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| 196 | /// <param name="scalar"></param> |
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| 197 | /// <returns></returns> |
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| 198 | public static Quaternion Multiply( Quaternion left, Real scalar ) |
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| 199 | { |
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| 200 | return left * scalar; |
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| 201 | } |
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| 202 | |
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| 203 | /// <summary> |
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| 204 | /// Used when a Quaternion is multiplied by a Real value. |
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| 205 | /// </summary> |
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| 206 | /// <param name="left"></param> |
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| 207 | /// <param name="scalar"></param> |
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| 208 | /// <returns></returns> |
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| 209 | public static Quaternion operator *( Quaternion left, Real scalar ) |
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| 210 | { |
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| 211 | return new Quaternion( scalar * left.w, scalar * left.x, scalar * left.y, scalar * left.z ); |
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| 212 | } |
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| 213 | |
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| 214 | /// <summary> |
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| 215 | /// Used when a Quaternion is added to another Quaternion. |
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| 216 | /// </summary> |
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| 217 | /// <param name="left"></param> |
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| 218 | /// <param name="right"></param> |
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| 219 | /// <returns></returns> |
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| 220 | public static Quaternion Add( Quaternion left, Quaternion right ) |
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| 221 | { |
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| 222 | return left + right; |
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| 223 | } |
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| 224 | |
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| 225 | public static Quaternion Subtract( Quaternion left, Quaternion right ) |
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| 226 | { |
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| 227 | return left - right; |
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| 228 | } |
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| 229 | |
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| 230 | /// <summary> |
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| 231 | /// Used when a Quaternion is added to another Quaternion. |
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| 232 | /// </summary> |
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| 233 | /// <param name="left"></param> |
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| 234 | /// <param name="right"></param> |
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| 235 | /// <returns></returns> |
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| 236 | public static Quaternion operator +( Quaternion left, Quaternion right ) |
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| 237 | { |
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| 238 | return new Quaternion( left.w + right.w, left.x + right.x, left.y + right.y, left.z + right.z ); |
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| 239 | } |
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| 240 | |
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| 241 | public static Quaternion operator -( Quaternion left, Quaternion right ) |
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| 242 | { |
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| 243 | return new Quaternion( left.w - right.w, left.x - right.x, left.y - right.y, left.z - right.z ); |
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| 244 | } |
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| 245 | |
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| 246 | /// <summary> |
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| 247 | /// Negates a Quaternion, which simply returns a new Quaternion |
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| 248 | /// with all components negated. |
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| 249 | /// </summary> |
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| 250 | /// <param name="right"></param> |
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| 251 | /// <returns></returns> |
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| 252 | public static Quaternion operator -( Quaternion right ) |
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| 253 | { |
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| 254 | return new Quaternion( -right.w, -right.x, -right.y, -right.z ); |
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| 255 | } |
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| 256 | |
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| 257 | public static bool operator ==( Quaternion left, Quaternion right ) |
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| 258 | { |
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| 259 | return ( left.w == right.w && left.x == right.x && left.y == right.y && left.z == right.z ); |
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| 260 | } |
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| 261 | |
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| 262 | public static bool operator !=( Quaternion left, Quaternion right ) |
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| 263 | { |
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| 264 | return !( left == right ); |
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| 265 | } |
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| 266 | |
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| 267 | #endregion |
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| 268 | |
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| 269 | #region Properties |
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| 270 | |
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| 271 | /// <summary> |
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| 272 | /// An Identity Quaternion. |
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| 273 | /// </summary> |
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| 274 | public static Quaternion Identity |
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| 275 | { |
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| 276 | get |
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| 277 | { |
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| 278 | return identityQuat; |
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| 279 | } |
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| 280 | } |
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| 281 | |
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| 282 | /// <summary> |
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| 283 | /// A Quaternion with all elements set to 0.0f; |
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| 284 | /// </summary> |
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| 285 | public static Quaternion Zero |
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| 286 | { |
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| 287 | get |
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| 288 | { |
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| 289 | return zeroQuat; |
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| 290 | } |
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| 291 | } |
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| 292 | |
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| 293 | /// <summary> |
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| 294 | /// Squared 'length' of this quaternion. |
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| 295 | /// </summary> |
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| 296 | public Real Norm |
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| 297 | { |
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| 298 | get |
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| 299 | { |
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| 300 | return x * x + y * y + z * z + w * w; |
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| 301 | } |
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| 302 | } |
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| 303 | |
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| 304 | /// <summary> |
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| 305 | /// Local X-axis portion of this rotation. |
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| 306 | /// </summary> |
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| 307 | public Vector3 XAxis |
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| 308 | { |
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| 309 | get |
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| 310 | { |
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| 311 | Real fTx = 2.0f * x; |
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| 312 | Real fTy = 2.0f * y; |
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| 313 | Real fTz = 2.0f * z; |
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| 314 | Real fTwy = fTy * w; |
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| 315 | Real fTwz = fTz * w; |
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| 316 | Real fTxy = fTy * x; |
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| 317 | Real fTxz = fTz * x; |
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| 318 | Real fTyy = fTy * y; |
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| 319 | Real fTzz = fTz * z; |
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| 320 | |
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| 321 | return new Vector3( 1.0f - ( fTyy + fTzz ), fTxy + fTwz, fTxz - fTwy ); |
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| 322 | } |
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| 323 | } |
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| 324 | |
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| 325 | /// <summary> |
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| 326 | /// Local Y-axis portion of this rotation. |
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| 327 | /// </summary> |
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| 328 | public Vector3 YAxis |
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| 329 | { |
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| 330 | get |
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| 331 | { |
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| 332 | Real fTx = 2.0f * x; |
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| 333 | Real fTy = 2.0f * y; |
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| 334 | Real fTz = 2.0f * z; |
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| 335 | Real fTwx = fTx * w; |
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| 336 | Real fTwz = fTz * w; |
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| 337 | Real fTxx = fTx * x; |
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| 338 | Real fTxy = fTy * x; |
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| 339 | Real fTyz = fTz * y; |
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| 340 | Real fTzz = fTz * z; |
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| 341 | |
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| 342 | return new Vector3( fTxy - fTwz, 1.0f - ( fTxx + fTzz ), fTyz + fTwx ); |
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| 343 | } |
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| 344 | } |
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| 345 | |
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| 346 | /// <summary> |
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| 347 | /// Local Z-axis portion of this rotation. |
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| 348 | /// </summary> |
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| 349 | public Vector3 ZAxis |
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| 350 | { |
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| 351 | get |
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| 352 | { |
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| 353 | Real fTx = 2.0f * x; |
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| 354 | Real fTy = 2.0f * y; |
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| 355 | Real fTz = 2.0f * z; |
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| 356 | Real fTwx = fTx * w; |
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| 357 | Real fTwy = fTy * w; |
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| 358 | Real fTxx = fTx * x; |
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| 359 | Real fTxz = fTz * x; |
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| 360 | Real fTyy = fTy * y; |
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| 361 | Real fTyz = fTz * y; |
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| 362 | |
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| 363 | return new Vector3( fTxz + fTwy, fTyz - fTwx, 1.0f - ( fTxx + fTyy ) ); |
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| 364 | } |
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| 365 | } |
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| 366 | public Real PitchInDegrees |
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| 367 | { |
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| 368 | get |
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| 369 | { |
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| 370 | return Utility.RadiansToDegrees( Pitch ); |
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| 371 | } |
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| 372 | set |
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| 373 | { |
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| 374 | Pitch = Utility.DegreesToRadians( value ); |
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| 375 | } |
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| 376 | } |
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| 377 | public Real YawInDegrees |
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| 378 | { |
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| 379 | get |
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| 380 | { |
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| 381 | return Utility.RadiansToDegrees( Yaw ); |
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| 382 | } |
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| 383 | set |
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| 384 | { |
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| 385 | Yaw = Utility.DegreesToRadians( value ); |
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| 386 | } |
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| 387 | } |
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| 388 | public Real RollInDegrees |
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| 389 | { |
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| 390 | get |
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| 391 | { |
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| 392 | return Utility.RadiansToDegrees( Roll ); |
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| 393 | } |
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| 394 | set |
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| 395 | { |
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| 396 | Roll = Utility.DegreesToRadians( value ); |
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| 397 | } |
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| 398 | } |
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| 399 | |
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| 400 | public Real Pitch |
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| 401 | { |
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| 402 | set |
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| 403 | { |
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| 404 | Real pitch, yaw, roll; |
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| 405 | ToEulerAngles( out pitch, out yaw, out roll ); |
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| 406 | this = FromEulerAngles( value, yaw, roll ); |
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| 407 | } |
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| 408 | get |
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| 409 | { |
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| 410 | Real test = x * y + z * w; |
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| 411 | if ( Utility.Abs( test ) > 0.499f ) // singularity at north and south pole |
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| 412 | return 0f; |
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| 413 | return (Real)Utility.ATan2( 2 * x * w - 2 * y * z, 1 - 2 * x * x - 2 * z * z ); |
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| 414 | } |
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| 415 | } |
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| 416 | |
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| 417 | |
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| 418 | public Real Yaw |
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| 419 | { |
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| 420 | set |
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| 421 | { |
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| 422 | Real pitch, yaw, roll; |
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| 423 | ToEulerAngles( out pitch, out yaw, out roll ); |
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| 424 | this = FromEulerAngles( pitch, value, roll ); |
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| 425 | } |
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| 426 | get |
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| 427 | { |
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| 428 | Real test = x * y + z * w; |
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| 429 | if ( Utility.Abs( test ) > 0.499f ) // singularity at north and south pole |
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| 430 | return Utility.Sign( test ) * 2 * Utility.ATan2( x, w ); |
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| 431 | return Utility.ATan2( 2 * y * w - 2 * x * z, 1 - 2 * y * y - 2 * z * z ); |
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| 432 | } |
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| 433 | } |
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| 434 | public Real Roll |
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| 435 | { |
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| 436 | set |
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| 437 | { |
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| 438 | |
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| 439 | Real pitch, yaw, roll; |
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| 440 | ToEulerAngles( out pitch, out yaw, out roll ); |
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| 441 | this = FromEulerAngles( pitch, yaw, value ); |
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| 442 | } |
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| 443 | get |
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| 444 | { |
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| 445 | Real test = x * y + z * w; |
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| 446 | if ( Utility.Abs( test ) > 0.499f ) // singularity at north and south pole |
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| 447 | return Utility.Sign( test ) * Utility.PI / 2; |
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| 448 | return (Real)Utility.ASin( 2 * test ); |
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| 449 | } |
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| 450 | } |
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| 451 | |
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| 452 | |
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| 453 | #endregion |
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| 454 | |
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| 455 | #region Static methods |
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| 456 | |
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| 457 | public static Quaternion Slerp( Real time, Quaternion quatA, Quaternion quatB ) |
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| 458 | { |
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| 459 | return Slerp( time, quatA, quatB, false ); |
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| 460 | } |
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| 461 | |
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| 462 | /// <summary> |
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| 463 | /// |
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| 464 | /// </summary> |
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| 465 | /// <param name="time"></param> |
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| 466 | /// <param name="quatA"></param> |
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| 467 | /// <param name="quatB"></param> |
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| 468 | /// <param name="useShortestPath"></param> |
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| 469 | /// <returns></returns> |
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| 470 | public static Quaternion Slerp( Real time, Quaternion quatA, Quaternion quatB, bool useShortestPath ) |
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| 471 | { |
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| 472 | Real cos = quatA.Dot( quatB ); |
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| 473 | |
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| 474 | Real angle = (Real)Utility.ACos( cos ); |
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| 475 | |
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| 476 | if ( Utility.Abs( angle ) < EPSILON ) |
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| 477 | { |
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| 478 | return quatA; |
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| 479 | } |
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| 480 | |
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| 481 | Real sin = Utility.Sin( angle ); |
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| 482 | Real inverseSin = 1.0f / sin; |
|---|
| 483 | Real coeff0 = Utility.Sin( ( 1.0f - time ) * angle ) * inverseSin; |
|---|
| 484 | Real coeff1 = Utility.Sin( time * angle ) * inverseSin; |
|---|
| 485 | |
|---|
| 486 | Quaternion result; |
|---|
| 487 | |
|---|
| 488 | if ( cos < 0.0f && useShortestPath ) |
|---|
| 489 | { |
|---|
| 490 | coeff0 = -coeff0; |
|---|
| 491 | // taking the complement requires renormalisation |
|---|
| 492 | Quaternion t = coeff0 * quatA + coeff1 * quatB; |
|---|
| 493 | t.Normalize(); |
|---|
| 494 | result = t; |
|---|
| 495 | } |
|---|
| 496 | else |
|---|
| 497 | { |
|---|
| 498 | result = ( coeff0 * quatA + coeff1 * quatB ); |
|---|
| 499 | } |
|---|
| 500 | |
|---|
| 501 | return result; |
|---|
| 502 | } |
|---|
| 503 | |
|---|
| 504 | /// <overloads><summary> |
|---|
| 505 | /// normalised linear interpolation - faster but less accurate (non-constant rotation velocity) |
|---|
| 506 | /// </summary> |
|---|
| 507 | /// <param name="fT"></param> |
|---|
| 508 | /// <param name="rkP"></param> |
|---|
| 509 | /// <param name="rkQ"></param> |
|---|
| 510 | /// <returns></returns> |
|---|
| 511 | /// </overloads> |
|---|
| 512 | public static Quaternion Nlerp( Real fT, Quaternion rkP, Quaternion rkQ ) |
|---|
| 513 | { |
|---|
| 514 | return Nlerp( fT, rkP, rkQ, false ); |
|---|
| 515 | } |
|---|
| 516 | |
|---|
| 517 | |
|---|
| 518 | /// <param name="shortestPath"></param> |
|---|
| 519 | public static Quaternion Nlerp( Real fT, Quaternion rkP, Quaternion rkQ, bool shortestPath ) |
|---|
| 520 | { |
|---|
| 521 | Quaternion result; |
|---|
| 522 | Real fCos = rkP.Dot( rkQ ); |
|---|
| 523 | if ( fCos < 0.0f && shortestPath ) |
|---|
| 524 | { |
|---|
| 525 | result = rkP + fT * ( ( -rkQ ) - rkP ); |
|---|
| 526 | } |
|---|
| 527 | else |
|---|
| 528 | { |
|---|
| 529 | result = rkP + fT * ( rkQ - rkP ); |
|---|
| 530 | |
|---|
| 531 | } |
|---|
| 532 | result.Normalize(); |
|---|
| 533 | return result; |
|---|
| 534 | } |
|---|
| 535 | |
|---|
| 536 | /// <summary> |
|---|
| 537 | /// Creates a Quaternion from a supplied angle and axis. |
|---|
| 538 | /// </summary> |
|---|
| 539 | /// <param name="angle">Value of an angle in radians.</param> |
|---|
| 540 | /// <param name="axis">Arbitrary axis vector.</param> |
|---|
| 541 | /// <returns></returns> |
|---|
| 542 | public static Quaternion FromAngleAxis( Real angle, Vector3 axis ) |
|---|
| 543 | { |
|---|
| 544 | Quaternion quat = new Quaternion(); |
|---|
| 545 | |
|---|
| 546 | Real halfAngle = 0.5f * angle; |
|---|
| 547 | Real sin = Utility.Sin( halfAngle ); |
|---|
| 548 | |
|---|
| 549 | quat.w = Utility.Cos( halfAngle ); |
|---|
| 550 | quat.x = sin * axis.x; |
|---|
| 551 | quat.y = sin * axis.y; |
|---|
| 552 | quat.z = sin * axis.z; |
|---|
| 553 | |
|---|
| 554 | return quat; |
|---|
| 555 | } |
|---|
| 556 | |
|---|
| 557 | public static Quaternion Squad( Real t, Quaternion p, Quaternion a, Quaternion b, Quaternion q ) |
|---|
| 558 | { |
|---|
| 559 | return Squad( t, p, a, b, q, false ); |
|---|
| 560 | } |
|---|
| 561 | |
|---|
| 562 | /// <summary> |
|---|
| 563 | /// Performs spherical quadratic interpolation. |
|---|
| 564 | /// </summary> |
|---|
| 565 | /// <param name="t"></param> |
|---|
| 566 | /// <param name="p"></param> |
|---|
| 567 | /// <param name="a"></param> |
|---|
| 568 | /// <param name="b"></param> |
|---|
| 569 | /// <param name="q"></param> |
|---|
| 570 | /// <returns></returns> |
|---|
| 571 | public static Quaternion Squad( Real t, Quaternion p, Quaternion a, Quaternion b, Quaternion q, bool useShortestPath ) |
|---|
| 572 | { |
|---|
| 573 | Real slerpT = 2.0f * t * ( 1.0f - t ); |
|---|
| 574 | |
|---|
| 575 | // use spherical linear interpolation |
|---|
| 576 | Quaternion slerpP = Slerp( t, p, q, useShortestPath ); |
|---|
| 577 | Quaternion slerpQ = Slerp( t, a, b ); |
|---|
| 578 | |
|---|
| 579 | // run another Slerp on the results of the first 2, and return the results |
|---|
| 580 | return Slerp( slerpT, slerpP, slerpQ ); |
|---|
| 581 | } |
|---|
| 582 | |
|---|
| 583 | #endregion |
|---|
| 584 | |
|---|
| 585 | #region Public methods |
|---|
| 586 | |
|---|
| 587 | #region Euler Angles |
|---|
| 588 | |
|---|
| 589 | public Vector3 ToEulerAnglesInDegrees() |
|---|
| 590 | { |
|---|
| 591 | Real pitch, yaw, roll; |
|---|
| 592 | ToEulerAngles( out pitch, out yaw, out roll ); |
|---|
| 593 | return new Vector3( Utility.RadiansToDegrees( pitch ), Utility.RadiansToDegrees( yaw ), Utility.RadiansToDegrees( roll ) ); |
|---|
| 594 | } |
|---|
| 595 | |
|---|
| 596 | public Vector3 ToEulerAngles() |
|---|
| 597 | { |
|---|
| 598 | Real pitch, yaw, roll; |
|---|
| 599 | ToEulerAngles( out pitch, out yaw, out roll ); |
|---|
| 600 | return new Vector3( pitch, yaw, roll ); |
|---|
| 601 | } |
|---|
| 602 | |
|---|
| 603 | public void ToEulerAnglesInDegrees( out Real pitch, out Real yaw, out Real roll ) |
|---|
| 604 | { |
|---|
| 605 | ToEulerAngles( out pitch, out yaw, out roll ); |
|---|
| 606 | pitch = Utility.RadiansToDegrees( pitch ); |
|---|
| 607 | yaw = Utility.RadiansToDegrees( yaw ); |
|---|
| 608 | roll = Utility.RadiansToDegrees( roll ); |
|---|
| 609 | } |
|---|
| 610 | |
|---|
| 611 | public void ToEulerAngles( out Real pitch, out Real yaw, out Real roll ) |
|---|
| 612 | { |
|---|
| 613 | |
|---|
| 614 | Real halfPi = Utility.PI / 2; |
|---|
| 615 | Real test = x * y + z * w; |
|---|
| 616 | if ( test > 0.499f ) |
|---|
| 617 | { // singularity at north pole |
|---|
| 618 | yaw = 2 * Utility.ATan2( x, w ); |
|---|
| 619 | roll = halfPi; |
|---|
| 620 | pitch = 0; |
|---|
| 621 | } |
|---|
| 622 | else if ( test < -0.499f ) |
|---|
| 623 | { // singularity at south pole |
|---|
| 624 | yaw = -2 * Utility.ATan2( x, w ); |
|---|
| 625 | roll = -halfPi; |
|---|
| 626 | pitch = 0; |
|---|
| 627 | } |
|---|
| 628 | else |
|---|
| 629 | { |
|---|
| 630 | Real sqx = x * x; |
|---|
| 631 | Real sqy = y * y; |
|---|
| 632 | Real sqz = z * z; |
|---|
| 633 | yaw = Utility.ATan2( 2 * y * w - 2 * x * z, 1 - 2 * sqy - 2 * sqz ); |
|---|
| 634 | roll = (Real)Utility.ASin( 2 * test ); |
|---|
| 635 | pitch = Utility.ATan2( 2 * x * w - 2 * y * z, 1 - 2 * sqx - 2 * sqz ); |
|---|
| 636 | } |
|---|
| 637 | |
|---|
| 638 | if ( pitch <= Real.Epsilon ) |
|---|
| 639 | pitch = 0f; |
|---|
| 640 | if ( yaw <= Real.Epsilon ) |
|---|
| 641 | yaw = 0f; |
|---|
| 642 | if ( roll <= Real.Epsilon ) |
|---|
| 643 | roll = 0f; |
|---|
| 644 | } |
|---|
| 645 | |
|---|
| 646 | public static Quaternion FromEulerAnglesInDegrees( Real pitch, Real yaw, Real roll ) |
|---|
| 647 | { |
|---|
| 648 | return FromEulerAngles( Utility.DegreesToRadians( pitch ), Utility.DegreesToRadians( yaw ), Utility.DegreesToRadians( roll ) ); |
|---|
| 649 | } |
|---|
| 650 | |
|---|
| 651 | /// <summary> |
|---|
| 652 | /// Combines the euler angles in the order yaw, pitch, roll to create a rotation quaternion |
|---|
| 653 | /// </summary> |
|---|
| 654 | /// <param name="pitch"></param> |
|---|
| 655 | /// <param name="yaw"></param> |
|---|
| 656 | /// <param name="roll"></param> |
|---|
| 657 | /// <returns></returns> |
|---|
| 658 | public static Quaternion FromEulerAngles( Real pitch, Real yaw, Real roll ) |
|---|
| 659 | { |
|---|
| 660 | return Quaternion.FromAngleAxis( yaw, Vector3.UnitY ) |
|---|
| 661 | * Quaternion.FromAngleAxis( pitch, Vector3.UnitX ) |
|---|
| 662 | * Quaternion.FromAngleAxis( roll, Vector3.UnitZ ); |
|---|
| 663 | |
|---|
| 664 | /*TODO: Debug |
|---|
| 665 | //Equation from http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm |
|---|
| 666 | //heading |
|---|
| 667 | |
|---|
| 668 | Real c1 = (Real)Math.Cos(yaw/2); |
|---|
| 669 | Real s1 = (Real)Math.Sin(yaw/2); |
|---|
| 670 | //attitude |
|---|
| 671 | Real c2 = (Real)Math.Cos(roll/2); |
|---|
| 672 | Real s2 = (Real)Math.Sin(roll/2); |
|---|
| 673 | //bank |
|---|
| 674 | Real c3 = (Real)Math.Cos(pitch/2); |
|---|
| 675 | Real s3 = (Real)Math.Sin(pitch/2); |
|---|
| 676 | Real c1c2 = c1*c2; |
|---|
| 677 | Real s1s2 = s1*s2; |
|---|
| 678 | |
|---|
| 679 | Real w =c1c2*c3 - s1s2*s3; |
|---|
| 680 | Real x =c1c2*s3 + s1s2*c3; |
|---|
| 681 | Real y =s1*c2*c3 + c1*s2*s3; |
|---|
| 682 | Real z =c1*s2*c3 - s1*c2*s3; |
|---|
| 683 | return new Quaternion(w,x,y,z);*/ |
|---|
| 684 | } |
|---|
| 685 | |
|---|
| 686 | #endregion |
|---|
| 687 | |
|---|
| 688 | /// <summary> |
|---|
| 689 | /// Performs a Dot Product operation on 2 Quaternions. |
|---|
| 690 | /// </summary> |
|---|
| 691 | /// <param name="quat"></param> |
|---|
| 692 | /// <returns></returns> |
|---|
| 693 | public Real Dot( Quaternion quat ) |
|---|
| 694 | { |
|---|
| 695 | return this.w * quat.w + this.x * quat.x + this.y * quat.y + this.z * quat.z; |
|---|
| 696 | } |
|---|
| 697 | |
|---|
| 698 | /// <summary> |
|---|
| 699 | /// Normalizes elements of this quaterion to the range [0,1]. |
|---|
| 700 | /// </summary> |
|---|
| 701 | public void Normalize() |
|---|
| 702 | { |
|---|
| 703 | Real factor = 1.0f / Utility.Sqrt( this.Norm ); |
|---|
| 704 | |
|---|
| 705 | w = w * factor; |
|---|
| 706 | x = x * factor; |
|---|
| 707 | y = y * factor; |
|---|
| 708 | z = z * factor; |
|---|
| 709 | } |
|---|
| 710 | |
|---|
| 711 | /// <summary> |
|---|
| 712 | /// |
|---|
| 713 | /// </summary> |
|---|
| 714 | /// <param name="angle"></param> |
|---|
| 715 | /// <param name="axis"></param> |
|---|
| 716 | /// <returns></returns> |
|---|
| 717 | public void ToAngleAxis( ref Real angle, ref Vector3 axis ) |
|---|
| 718 | { |
|---|
| 719 | // The quaternion representing the rotation is |
|---|
| 720 | // q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k) |
|---|
| 721 | |
|---|
| 722 | Real sqrLength = x * x + y * y + z * z; |
|---|
| 723 | |
|---|
| 724 | if ( sqrLength > 0.0f ) |
|---|
| 725 | { |
|---|
| 726 | angle = 2.0f * (Real)Utility.ACos( w ); |
|---|
| 727 | Real invLength = Utility.InvSqrt( sqrLength ); |
|---|
| 728 | axis.x = x * invLength; |
|---|
| 729 | axis.y = y * invLength; |
|---|
| 730 | axis.z = z * invLength; |
|---|
| 731 | } |
|---|
| 732 | else |
|---|
| 733 | { |
|---|
| 734 | angle = 0.0f; |
|---|
| 735 | axis.x = 1.0f; |
|---|
| 736 | axis.y = 0.0f; |
|---|
| 737 | axis.z = 0.0f; |
|---|
| 738 | } |
|---|
| 739 | } |
|---|
| 740 | |
|---|
| 741 | /// <summary> |
|---|
| 742 | /// Gets a 3x3 rotation matrix from this Quaternion. |
|---|
| 743 | /// </summary> |
|---|
| 744 | /// <returns></returns> |
|---|
| 745 | public Matrix3 ToRotationMatrix() |
|---|
| 746 | { |
|---|
| 747 | Matrix3 rotation = new Matrix3(); |
|---|
| 748 | |
|---|
| 749 | Real tx = 2.0f * this.x; |
|---|
| 750 | Real ty = 2.0f * this.y; |
|---|
| 751 | Real tz = 2.0f * this.z; |
|---|
| 752 | Real twx = tx * this.w; |
|---|
| 753 | Real twy = ty * this.w; |
|---|
| 754 | Real twz = tz * this.w; |
|---|
| 755 | Real txx = tx * this.x; |
|---|
| 756 | Real txy = ty * this.x; |
|---|
| 757 | Real txz = tz * this.x; |
|---|
| 758 | Real tyy = ty * this.y; |
|---|
| 759 | Real tyz = tz * this.y; |
|---|
| 760 | Real tzz = tz * this.z; |
|---|
| 761 | |
|---|
| 762 | rotation.m00 = 1.0f - ( tyy + tzz ); |
|---|
| 763 | rotation.m01 = txy - twz; |
|---|
| 764 | rotation.m02 = txz + twy; |
|---|
| 765 | rotation.m10 = txy + twz; |
|---|
| 766 | rotation.m11 = 1.0f - ( txx + tzz ); |
|---|
| 767 | rotation.m12 = tyz - twx; |
|---|
| 768 | rotation.m20 = txz - twy; |
|---|
| 769 | rotation.m21 = tyz + twx; |
|---|
| 770 | rotation.m22 = 1.0f - ( txx + tyy ); |
|---|
| 771 | |
|---|
| 772 | return rotation; |
|---|
| 773 | } |
|---|
| 774 | |
|---|
| 775 | /// <summary> |
|---|
| 776 | /// Computes the inverse of a Quaternion. |
|---|
| 777 | /// </summary> |
|---|
| 778 | /// <returns></returns> |
|---|
| 779 | public Quaternion Inverse() |
|---|
| 780 | { |
|---|
| 781 | Real norm = this.w * this.w + this.x * this.x + this.y * this.y + this.z * this.z; |
|---|
| 782 | if ( norm > 0.0f ) |
|---|
| 783 | { |
|---|
| 784 | Real inverseNorm = 1.0f / norm; |
|---|
| 785 | return new Quaternion( this.w * inverseNorm, -this.x * inverseNorm, -this.y * inverseNorm, -this.z * inverseNorm ); |
|---|
| 786 | } |
|---|
| 787 | else |
|---|
| 788 | { |
|---|
| 789 | // return an invalid result to flag the error |
|---|
| 790 | return Quaternion.Zero; |
|---|
| 791 | } |
|---|
| 792 | } |
|---|
| 793 | |
|---|
| 794 | /// <summary> |
|---|
| 795 | /// Variant of Inverse() that is only valid for unit quaternions. |
|---|
| 796 | /// </summary> |
|---|
| 797 | /// <returns></returns> |
|---|
| 798 | public Quaternion UnitInverse |
|---|
| 799 | { |
|---|
| 800 | get |
|---|
| 801 | { |
|---|
| 802 | return new Quaternion( w, -x, -y, -z ); |
|---|
| 803 | } |
|---|
| 804 | } |
|---|
| 805 | |
|---|
| 806 | /// <summary> |
|---|
| 807 | /// |
|---|
| 808 | /// </summary> |
|---|
| 809 | /// <param name="xAxis"></param> |
|---|
| 810 | /// <param name="yAxis"></param> |
|---|
| 811 | /// <param name="zAxis"></param> |
|---|
| 812 | public void ToAxes( out Vector3 xAxis, out Vector3 yAxis, out Vector3 zAxis ) |
|---|
| 813 | { |
|---|
| 814 | xAxis = new Vector3(); |
|---|
| 815 | yAxis = new Vector3(); |
|---|
| 816 | zAxis = new Vector3(); |
|---|
| 817 | |
|---|
| 818 | Matrix3 rotation = this.ToRotationMatrix(); |
|---|
| 819 | |
|---|
| 820 | xAxis.x = rotation.m00; |
|---|
| 821 | xAxis.y = rotation.m10; |
|---|
| 822 | xAxis.z = rotation.m20; |
|---|
| 823 | |
|---|
| 824 | yAxis.x = rotation.m01; |
|---|
| 825 | yAxis.y = rotation.m11; |
|---|
| 826 | yAxis.z = rotation.m21; |
|---|
| 827 | |
|---|
| 828 | zAxis.x = rotation.m02; |
|---|
| 829 | zAxis.y = rotation.m12; |
|---|
| 830 | zAxis.z = rotation.m22; |
|---|
| 831 | } |
|---|
| 832 | |
|---|
| 833 | /// <summary> |
|---|
| 834 | /// |
|---|
| 835 | /// </summary> |
|---|
| 836 | /// <param name="xAxis"></param> |
|---|
| 837 | /// <param name="yAxis"></param> |
|---|
| 838 | /// <param name="zAxis"></param> |
|---|
| 839 | public static Quaternion FromAxes( Vector3 xAxis, Vector3 yAxis, Vector3 zAxis ) |
|---|
| 840 | { |
|---|
| 841 | Matrix3 rotation = new Matrix3(); |
|---|
| 842 | |
|---|
| 843 | rotation.m00 = xAxis.x; |
|---|
| 844 | rotation.m10 = xAxis.y; |
|---|
| 845 | rotation.m20 = xAxis.z; |
|---|
| 846 | |
|---|
| 847 | rotation.m01 = yAxis.x; |
|---|
| 848 | rotation.m11 = yAxis.y; |
|---|
| 849 | rotation.m21 = yAxis.z; |
|---|
| 850 | |
|---|
| 851 | rotation.m02 = zAxis.x; |
|---|
| 852 | rotation.m12 = zAxis.y; |
|---|
| 853 | rotation.m22 = zAxis.z; |
|---|
| 854 | |
|---|
| 855 | // set this quaternions values from the rotation matrix built |
|---|
| 856 | return FromRotationMatrix( rotation ); |
|---|
| 857 | } |
|---|
| 858 | |
|---|
| 859 | /// <summary> |
|---|
| 860 | /// |
|---|
| 861 | /// </summary> |
|---|
| 862 | /// <param name="matrix"></param> |
|---|
| 863 | public static Quaternion FromRotationMatrix( Matrix3 matrix ) |
|---|
| 864 | { |
|---|
| 865 | // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes |
|---|
| 866 | // article "Quaternion Calculus and Fast Animation". |
|---|
| 867 | |
|---|
| 868 | Quaternion result = Quaternion.Zero; |
|---|
| 869 | |
|---|
| 870 | Real trace = matrix.m00 + matrix.m11 + matrix.m22; |
|---|
| 871 | |
|---|
| 872 | Real root = 0.0f; |
|---|
| 873 | |
|---|
| 874 | if ( trace > 0.0f ) |
|---|
| 875 | { |
|---|
| 876 | // |this.w| > 1/2, may as well choose this.w > 1/2 |
|---|
| 877 | root = Utility.Sqrt( trace + 1.0f ); // 2w |
|---|
| 878 | result.w = 0.5f * root; |
|---|
| 879 | |
|---|
| 880 | root = 0.5f / root; // 1/(4w) |
|---|
| 881 | |
|---|
| 882 | result.x = ( matrix.m21 - matrix.m12 ) * root; |
|---|
| 883 | result.y = ( matrix.m02 - matrix.m20 ) * root; |
|---|
| 884 | result.z = ( matrix.m10 - matrix.m01 ) * root; |
|---|
| 885 | } |
|---|
| 886 | else |
|---|
| 887 | { |
|---|
| 888 | // |result.w| <= 1/2 |
|---|
| 889 | |
|---|
| 890 | int i = 0; |
|---|
| 891 | if ( matrix.m11 > matrix.m00 ) |
|---|
| 892 | i = 1; |
|---|
| 893 | if ( matrix.m22 > matrix[ i, i ] ) |
|---|
| 894 | i = 2; |
|---|
| 895 | |
|---|
| 896 | int j = next[ i ]; |
|---|
| 897 | int k = next[ j ]; |
|---|
| 898 | |
|---|
| 899 | root = Utility.Sqrt( matrix[ i, i ] - matrix[ j, j ] - matrix[ k, k ] + 1.0f ); |
|---|
| 900 | |
|---|
| 901 | unsafe |
|---|
| 902 | { |
|---|
| 903 | Real* apkQuat = &result.x; |
|---|
| 904 | |
|---|
| 905 | apkQuat[ i ] = 0.5f * root; |
|---|
| 906 | root = 0.5f / root; |
|---|
| 907 | |
|---|
| 908 | result.w = ( matrix[ k, j ] - matrix[ j, k ] ) * root; |
|---|
| 909 | |
|---|
| 910 | apkQuat[ j ] = ( matrix[ j, i ] + matrix[ i, j ] ) * root; |
|---|
| 911 | apkQuat[ k ] = ( matrix[ k, i ] + matrix[ i, k ] ) * root; |
|---|
| 912 | } |
|---|
| 913 | } |
|---|
| 914 | |
|---|
| 915 | return result; |
|---|
| 916 | } |
|---|
| 917 | |
|---|
| 918 | /// <summary> |
|---|
| 919 | /// Calculates the logarithm of a Quaternion. |
|---|
| 920 | /// </summary> |
|---|
| 921 | /// <returns></returns> |
|---|
| 922 | public Quaternion Log() |
|---|
| 923 | { |
|---|
| 924 | // BLACKBOX: Learn this |
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| 925 | // If q = cos(A)+sin(A)*(x*i+y*j+z*k) where (x,y,z) is unit length, then |
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| 926 | // log(q) = A*(x*i+y*j+z*k). If sin(A) is near zero, use log(q) = |
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| 927 | // sin(A)*(x*i+y*j+z*k) since sin(A)/A has limit 1. |
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| 928 | |
|---|
| 929 | // start off with a zero quat |
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| 930 | Quaternion result = Quaternion.Zero; |
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| 931 | |
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| 932 | if ( Utility.Abs( w ) < 1.0f ) |
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| 933 | { |
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| 934 | Real angle = (Real)Utility.ACos( w ); |
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| 935 | Real sin = Utility.Sin( angle ); |
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| 936 | |
|---|
| 937 | if ( Utility.Abs( sin ) >= EPSILON ) |
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| 938 | { |
|---|
| 939 | Real coeff = angle / sin; |
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| 940 | result.x = coeff * x; |
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| 941 | result.y = coeff * y; |
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| 942 | result.z = coeff * z; |
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| 943 | } |
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| 944 | else |
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| 945 | { |
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| 946 | result.x = x; |
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| 947 | result.y = y; |
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| 948 | result.z = z; |
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| 949 | } |
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| 950 | } |
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| 951 | |
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| 952 | return result; |
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| 953 | } |
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| 954 | |
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| 955 | /// <summary> |
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| 956 | /// Calculates the Exponent of a Quaternion. |
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| 957 | /// </summary> |
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| 958 | /// <returns></returns> |
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| 959 | public Quaternion Exp() |
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| 960 | { |
|---|
| 961 | // If q = A*(x*i+y*j+z*k) where (x,y,z) is unit length, then |
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| 962 | // exp(q) = cos(A)+sin(A)*(x*i+y*j+z*k). If sin(A) is near zero, |
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| 963 | // use exp(q) = cos(A)+A*(x*i+y*j+z*k) since A/sin(A) has limit 1. |
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| 964 | |
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| 965 | Real angle = Utility.Sqrt( x * x + y * y + z * z ); |
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| 966 | Real sin = Utility.Sin( angle ); |
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| 967 | |
|---|
| 968 | // start off with a zero quat |
|---|
| 969 | Quaternion result = Quaternion.Zero; |
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| 970 | |
|---|
| 971 | result.w = Utility.Cos( angle ); |
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| 972 | |
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| 973 | if ( Utility.Abs( sin ) >= EPSILON ) |
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| 974 | { |
|---|
| 975 | Real coeff = sin / angle; |
|---|
| 976 | |
|---|
| 977 | result.x = coeff * x; |
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| 978 | result.y = coeff * y; |
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| 979 | result.z = coeff * z; |
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| 980 | } |
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| 981 | else |
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| 982 | { |
|---|
| 983 | result.x = x; |
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| 984 | result.y = y; |
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| 985 | result.z = z; |
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| 986 | } |
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| 987 | |
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| 988 | return result; |
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| 989 | } |
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| 990 | |
|---|
| 991 | #endregion |
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| 992 | |
|---|
| 993 | #region Object overloads |
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| 994 | |
|---|
| 995 | /// <summary> |
|---|
| 996 | /// Overrides the Object.ToString() method to provide a text representation of |
|---|
| 997 | /// a Quaternion. |
|---|
| 998 | /// </summary> |
|---|
| 999 | /// <returns>A string representation of a Quaternion.</returns> |
|---|
| 1000 | public override string ToString() |
|---|
| 1001 | { |
|---|
| 1002 | return string.Format( CultureInfo.InvariantCulture, "Quaternion({0}, {1}, {2}, {3})", this.w, this.x, this.y, this.z ); |
|---|
| 1003 | } |
|---|
| 1004 | |
|---|
| 1005 | public override int GetHashCode() |
|---|
| 1006 | { |
|---|
| 1007 | return (int)x ^ (int)y ^ (int)z ^ (int)w; |
|---|
| 1008 | } |
|---|
| 1009 | |
|---|
| 1010 | public override bool Equals( object obj ) |
|---|
| 1011 | { |
|---|
| 1012 | Quaternion quat = (Quaternion)obj; |
|---|
| 1013 | |
|---|
| 1014 | return quat == this; |
|---|
| 1015 | } |
|---|
| 1016 | |
|---|
| 1017 | public bool Equals( Quaternion rhs, Real tolerance ) |
|---|
| 1018 | { |
|---|
| 1019 | Real fCos = Dot( rhs ); |
|---|
| 1020 | Real angle = (Real)Utility.ACos( fCos ); |
|---|
| 1021 | |
|---|
| 1022 | return Utility.Abs( angle ) <= tolerance; |
|---|
| 1023 | } |
|---|
| 1024 | |
|---|
| 1025 | #endregion |
|---|
| 1026 | |
|---|
| 1027 | #region Parse from string |
|---|
| 1028 | |
|---|
| 1029 | public Quaternion Parse( string quat ) |
|---|
| 1030 | { |
|---|
| 1031 | // the format is "Quaternion(w, x, y, z)" |
|---|
| 1032 | if ( !quat.StartsWith( "Quaternion(" ) ) |
|---|
| 1033 | throw new FormatException(); |
|---|
| 1034 | |
|---|
| 1035 | string[] values = quat.Substring( 11 ).TrimEnd( ')' ).Split( ',' ); |
|---|
| 1036 | |
|---|
| 1037 | return new Quaternion( Real.Parse( values[ 0 ], CultureInfo.InvariantCulture ), |
|---|
| 1038 | Real.Parse( values[ 1 ], CultureInfo.InvariantCulture ), |
|---|
| 1039 | Real.Parse( values[ 2 ], CultureInfo.InvariantCulture ), |
|---|
| 1040 | Real.Parse( values[ 3 ], CultureInfo.InvariantCulture ) ); |
|---|
| 1041 | |
|---|
| 1042 | } |
|---|
| 1043 | |
|---|
| 1044 | #endregion |
|---|
| 1045 | } |
|---|
| 1046 | } |
|---|