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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- /** @addtogroup Math
- * @{
- */
- /// <summary>
- /// Quaternion used for representing rotations.
- /// </summary>
- [StructLayout(LayoutKind.Sequential), SerializeObject]
- public struct Quaternion // Note: Must match C++ class Quaternion
- {
- /// <summary>
- /// Contains constant data that is used when calculating euler angles in a certain order.
- /// </summary>
- private struct EulerAngleOrderData
- {
- public EulerAngleOrderData(int a, int b, int c)
- {
- this.a = a;
- this.b = b;
- this.c = c;
- }
- public int a, b, c;
- };
- /// <summary>
- /// Quaternion with all zero elements.
- /// </summary>
- public static readonly Quaternion Zero = new Quaternion(0.0f, 0.0f, 0.0f, 0.0f);
- /// <summary>
- /// Quaternion representing no rotation.
- /// </summary>
- public static readonly Quaternion Identity = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
- private static readonly float epsilon = 1e-03f;
- private static readonly EulerAngleOrderData[] EA_LOOKUP = new EulerAngleOrderData[6]
- { new EulerAngleOrderData(0, 1, 2), new EulerAngleOrderData(0, 2, 1), new EulerAngleOrderData(1, 0, 2),
- new EulerAngleOrderData(1, 2, 0), new EulerAngleOrderData(2, 0, 1), new EulerAngleOrderData(2, 1, 0) };
- public float x;
- public float y;
- public float z;
- public float w;
- /// <summary>
- /// Accesses a specific component of the quaternion.
- /// </summary>
- /// <param name="index">Index of the component (0 - x, 1 - y, 2 - z, 3 - w).</param>
- /// <returns>Value of the specific component.</returns>
- public float this[int index]
- {
- get
- {
- switch (index)
- {
- case 0:
- return x;
- case 1:
- return y;
- case 2:
- return z;
- case 3:
- return w;
- default:
- throw new IndexOutOfRangeException("Invalid Quaternion index.");
- }
- }
- set
- {
- switch (index)
- {
- case 0:
- x = value;
- break;
- case 1:
- y = value;
- break;
- case 2:
- z = value;
- break;
- case 3:
- w = value;
- break;
- default:
- throw new IndexOutOfRangeException("Invalid Quaternion index.");
- }
- }
- }
- /// <summary>
- /// Gets the positive x-axis of the coordinate system transformed by this quaternion.
- /// </summary>
- public Vector3 Right
- {
- get
- {
- float fTy = 2.0f*y;
- float fTz = 2.0f*z;
- float fTwy = fTy*w;
- float fTwz = fTz*w;
- float fTxy = fTy*x;
- float fTxz = fTz*x;
- float fTyy = fTy*y;
- float fTzz = fTz*z;
- return new Vector3(1.0f - (fTyy + fTzz), fTxy + fTwz, fTxz - fTwy);
- }
- }
- /// <summary>
- /// Gets the positive y-axis of the coordinate system transformed by this quaternion.
- /// </summary>
- public Vector3 Up
- {
- get
- {
- float fTx = 2.0f * x;
- float fTy = 2.0f * y;
- float fTz = 2.0f * z;
- float fTwx = fTx * w;
- float fTwz = fTz * w;
- float fTxx = fTx * x;
- float fTxy = fTy * x;
- float fTyz = fTz * y;
- float fTzz = fTz * z;
- return new Vector3(fTxy - fTwz, 1.0f - (fTxx + fTzz), fTyz + fTwx);
- }
- }
- /// <summary>
- /// Gets the positive z-axis of the coordinate system transformed by this quaternion.
- /// </summary>
- public Vector3 Forward
- {
- get
- {
- float fTx = 2.0f * x;
- float fTy = 2.0f * y;
- float fTz = 2.0f * z;
- float fTwx = fTx * w;
- float fTwy = fTy * w;
- float fTxx = fTx * x;
- float fTxz = fTz * x;
- float fTyy = fTy * y;
- float fTyz = fTz * y;
- return new Vector3(fTxz + fTwy, fTyz - fTwx, 1.0f - (fTxx + fTyy));
- }
- }
- /// <summary>
- /// Returns the inverse of the quaternion. Quaternion must be non-zero. Inverse quaternion has the opposite
- /// rotation of the original.
- /// </summary>
- public Quaternion Inverse
- {
- get
- {
- Quaternion copy = this;
- copy.Invert();
- return copy;
- }
- }
- /// <summary>
- /// Returns a normalized copy of the quaternion.
- /// </summary>
- public Quaternion Normalized
- {
- get
- {
- Quaternion copy = this;
- copy.Normalize();
- return copy;
- }
- }
- /// <summary>
- /// Constructs a new quaternion with the specified components.
- /// </summary>
- public Quaternion(float x, float y, float z, float w)
- {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- }
- public static Quaternion operator* (Quaternion lhs, Quaternion rhs)
- {
- return new Quaternion((lhs.w * rhs.x + lhs.x * rhs.w + lhs.y * rhs.z - lhs.z * rhs.y),
- (lhs.w * rhs.y + lhs.y * rhs.w + lhs.z * rhs.x - lhs.x * rhs.z),
- (lhs.w * rhs.z + lhs.z * rhs.w + lhs.x * rhs.y - lhs.y * rhs.x),
- (lhs.w * rhs.w - lhs.x * rhs.x - lhs.y * rhs.y - lhs.z * rhs.z));
- }
- public static Quaternion operator* (float lhs, Quaternion rhs)
- {
- return new Quaternion(lhs * rhs.x, lhs * rhs.y, lhs * rhs.z, lhs * rhs.w);
- }
- public static Quaternion operator+ (Quaternion lhs, Quaternion rhs)
- {
- return new Quaternion(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w);
- }
- public static Quaternion operator- (Quaternion lhs, Quaternion rhs)
- {
- return new Quaternion(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w);
- }
- public static Quaternion operator- (Quaternion quat)
- {
- return new Quaternion(-quat.x, -quat.y, -quat.z, -quat.w);
- }
- public static bool operator== (Quaternion lhs, Quaternion rhs)
- {
- return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w;
- }
- public static bool operator!= (Quaternion lhs, Quaternion rhs)
- {
- return !(lhs == rhs);
- }
- /// <summary>
- /// Calculates a dot product between two quaternions.
- /// </summary>
- /// <param name="a">First quaternion.</param>
- /// <param name="b">Second quaternion.</param>
- /// <returns>Dot product between the two quaternions.</returns>
- public static float Dot(Quaternion a, Quaternion b)
- {
- return (a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w);
- }
- /// <summary>
- /// Applies quaternion rotation to the specified point.
- /// </summary>
- /// <param name="point">Point to rotate.</param>
- /// <returns>Point rotated by the quaternion.</returns>
- public Vector3 Rotate(Vector3 point)
- {
- return ToRotationMatrix().Transform(point);
- }
- /// <summary>
- /// Initializes the quaternion with rotation that rotates from one direction to another.
- /// </summary>
- /// <param name="fromDirection">Rotation to start at.</param>
- /// <param name="toDirection">Rotation to end at.</param>
- public void SetFromToRotation(Vector3 fromDirection, Vector3 toDirection)
- {
- SetFromToRotation(fromDirection, toDirection, Vector3.Zero);
- }
- /// <summary>
- /// Initializes the quaternion with rotation that rotates from one direction to another.
- /// </summary>
- /// <param name="fromDirection">Rotation to start at.</param>
- /// <param name="toDirection">Rotation to end at.</param>
- /// <param name="fallbackAxis">Fallback axis to use if the from/to vectors are almost completely opposite.
- /// Fallback axis should be perpendicular to both vectors.</param>
- public void SetFromToRotation(Vector3 fromDirection, Vector3 toDirection, Vector3 fallbackAxis)
- {
- fromDirection.Normalize();
- toDirection.Normalize();
- float d = Vector3.Dot(fromDirection, toDirection);
- // If dot == 1, vectors are the same
- if (d >= 1.0f)
- {
- this = Identity;
- return;
- }
- if (d < (1e-6f - 1.0f))
- {
- if (fallbackAxis != Vector3.Zero)
- {
- // Rotate 180 degrees about the fallback axis
- this = FromAxisAngle(fallbackAxis, MathEx.Pi);
- }
- else
- {
- // Generate an axis
- Vector3 axis = Vector3.Cross(Vector3.XAxis, fromDirection);
- if (axis.SqrdLength < ((1e-06f * 1e-06f))) // Pick another if collinear
- axis = Vector3.Cross(Vector3.YAxis, fromDirection);
- axis.Normalize();
- this = FromAxisAngle(axis, MathEx.Pi);
- }
- }
- else
- {
- float s = MathEx.Sqrt((1+d)*2);
- float invs = 1 / s;
- Vector3 c = Vector3.Cross(fromDirection, toDirection);
- x = c.x * invs;
- y = c.y * invs;
- z = c.z * invs;
- w = s * 0.5f;
- Normalize();
- }
- }
- /// <summary>
- /// Normalizes the quaternion.
- /// </summary>
- /// <returns>Length of the quaternion prior to normalization.</returns>
- public float Normalize()
- {
- float len = w*w+x*x+y*y+z*z;
- float factor = 1.0f / (float)MathEx.Sqrt(len);
- x *= factor;
- y *= factor;
- z *= factor;
- w *= factor;
- return len;
- }
- /// <summary>
- /// Calculates the inverse of the quaternion. Inverse quaternion has the opposite rotation of the original.
- /// </summary>
- public void Invert()
- {
- float fNorm = w * w + x * x + y * y + z * z;
- if (fNorm > 0.0f)
- {
- float fInvNorm = 1.0f / fNorm;
- x *= -fInvNorm;
- y *= -fInvNorm;
- z *= -fInvNorm;
- w *= fInvNorm;
- }
- else
- {
- this = Zero;
- }
- }
- /// <summary>
- /// Initializes the quaternion so that it orients an object so it faces in te provided direction.
- /// </summary>
- /// <param name="forward">Direction to orient the object towards.</param>
- public void SetLookRotation(Vector3 forward)
- {
- FromToRotation(-Vector3.ZAxis, forward);
- }
- /// <summary>
- /// Initializes the quaternion so that it orients an object so it faces in te provided direction.
- /// </summary>
- /// <param name="forward">Direction to orient the object towards.</param>
- /// <param name="up">Axis that determines the upward direction of the object.</param>
- public void SetLookRotation(Vector3 forward, Vector3 up)
- {
- Vector3 forwardNrm = Vector3.Normalize(forward);
- Vector3 upNrm = Vector3.Normalize(up);
- if (MathEx.ApproxEquals(Vector3.Dot(forwardNrm, upNrm), 1.0f))
- {
- SetLookRotation(forwardNrm);
- return;
- }
- Vector3 x = Vector3.Cross(forwardNrm, upNrm);
- Vector3 y = Vector3.Cross(x, forwardNrm);
- x.Normalize();
- y.Normalize();
- this = Quaternion.FromAxes(x, y, -forwardNrm);
- }
- /// <summary>
- /// Performs spherical interpolation between two quaternions. Spherical interpolation neatly interpolates between
- /// two rotations without modifying the size of the vector it is applied to (unlike linear interpolation).
- /// </summary>
- /// <param name="from">Start quaternion.</param>
- /// <param name="to">End quaternion.</param>
- /// <param name="t">Interpolation factor in range [0, 1] that determines how much to interpolate between
- /// <paramref name="from"/> and <paramref name="to"/>.</param>
- /// <param name="shortestPath">Should the interpolation be performed between the shortest or longest path between
- /// the two quaternions.</param>
- /// <returns>Interpolated quaternion representing a rotation between <paramref name="from"/> and
- /// <paramref name="to"/>.</returns>
- public static Quaternion Slerp(Quaternion from, Quaternion to, float t, bool shortestPath = true)
- {
- float dot = Dot(from, to);
- Quaternion quat;
- if (dot < 0.0f && shortestPath)
- {
- dot = -dot;
- quat = -to;
- }
- else
- {
- quat = to;
- }
- if (MathEx.Abs(dot) < (1 - epsilon))
- {
- float sin = MathEx.Sqrt(1 - (dot*dot));
- Radian angle = MathEx.Atan2(sin, dot);
- float invSin = 1.0f / sin;
- float a = MathEx.Sin((1.0f - t) * angle) * invSin;
- float b = MathEx.Sin(t * angle) * invSin;
- return a * from + b * quat;
- }
- else
- {
- Quaternion ret = (1.0f - t) * from + t * quat;
- ret.Normalize();
- return ret;
- }
- }
- /// <summary>
- /// Returns the inverse of the quaternion. Quaternion must be non-zero. Inverse quaternion has the opposite
- /// rotation of the original.
- /// </summary>
- /// <param name="rotation">Quaternion to calculate the inverse for.</param>
- /// <returns>Inverse of the provided quaternion.</returns>
- public static Quaternion Invert(Quaternion rotation)
- {
- Quaternion copy = rotation;
- copy.Invert();
- return copy;
- }
- /// <summary>
- /// Calculates an angle between two rotations.
- /// </summary>
- /// <param name="a">First rotation.</param>
- /// <param name="b">Second rotation.</param>
- /// <returns>Angle between the rotations, in degrees.</returns>
- public static Degree Angle(Quaternion a, Quaternion b)
- {
- return (MathEx.Acos(MathEx.Min(MathEx.Abs(Dot(a, b)), 1.0f)) * 2.0f);
- }
- /// <summary>
- /// Converts the quaternion rotation into axis/angle rotation.
- /// </summary>
- /// <param name="axis">Axis around which the rotation is performed.</param>
- /// <param name="angle">Amount of rotation.</param>
- public void ToAxisAngle(out Vector3 axis, out Degree angle)
- {
- float fSqrLength = x*x+y*y+z*z;
- if (fSqrLength > 0.0f)
- {
- angle = 2.0f * MathEx.Acos(w);
- float fInvLength = MathEx.InvSqrt(fSqrLength);
- axis.x = x*fInvLength;
- axis.y = y*fInvLength;
- axis.z = z*fInvLength;
- }
- else
- {
- // Angle is 0, so any axis will do
- angle = (Degree)0.0f;
- axis.x = 1.0f;
- axis.y = 0.0f;
- axis.z = 0.0f;
- }
- }
- /// <summary>
- /// Converts a quaternion into an orthonormal set of axes.
- /// </summary>
- /// <param name="xAxis">Output normalized x axis.</param>
- /// <param name="yAxis">Output normalized y axis.</param>
- /// <param name="zAxis">Output normalized z axis.</param>
- public void ToAxes(ref Vector3 xAxis, ref Vector3 yAxis, ref Vector3 zAxis)
- {
- Matrix3 matRot = ToRotationMatrix();
- xAxis.x = matRot[0, 0];
- xAxis.y = matRot[1, 0];
- xAxis.z = matRot[2, 0];
- yAxis.x = matRot[0, 1];
- yAxis.y = matRot[1, 1];
- yAxis.z = matRot[2, 1];
- zAxis.x = matRot[0, 2];
- zAxis.y = matRot[1, 2];
- zAxis.z = matRot[2, 2];
- }
- /// <summary>
- /// Converts the quaternion rotation into euler angle (pitch/yaw/roll) rotation.
- /// </summary>
- /// <returns>Rotation as euler angles, in degrees.</returns>
- public Vector3 ToEuler()
- {
- Matrix3 matRot = ToRotationMatrix();
- return matRot.ToEulerAngles();
- }
- /// <summary>
- /// Converts a quaternion rotation into a rotation matrix.
- /// </summary>
- /// <returns>Matrix representing the rotation.</returns>
- public Matrix3 ToRotationMatrix()
- {
- Matrix3 mat = new Matrix3();
- float tx = x + x;
- float ty = y + y;
- float fTz = z + z;
- float twx = tx * w;
- float twy = ty * w;
- float twz = fTz * w;
- float txx = tx * x;
- float txy = ty * x;
- float txz = fTz * x;
- float tyy = ty * y;
- float tyz = fTz * y;
- float tzz = fTz * z;
- mat[0, 0] = 1.0f - (tyy + tzz);
- mat[0, 1] = txy - twz;
- mat[0, 2] = txz + twy;
- mat[1, 0] = txy + twz;
- mat[1, 1] = 1.0f - (txx + tzz);
- mat[1, 2] = tyz - twx;
- mat[2, 0] = txz - twy;
- mat[2, 1] = tyz + twx;
- mat[2, 2] = 1.0f - (txx + tyy);
- return mat;
- }
- /// <summary>
- /// Creates a quaternion with rotation that rotates from one direction to another.
- /// </summary>
- /// <param name="fromDirection">Rotation to start at.</param>
- /// <param name="toDirection">Rotation to end at.</param>
- /// <returns>Quaternion that rotates an object from <paramref name="fromDirection"/> to
- /// <paramref name="toDirection"/></returns>
- public static Quaternion FromToRotation(Vector3 fromDirection, Vector3 toDirection)
- {
- Quaternion q = new Quaternion();
- q.SetFromToRotation(fromDirection, toDirection);
- return q;
- }
- /// <summary>
- /// Creates a quaternion with rotation that rotates from one direction to another.
- /// </summary>
- /// <param name="fromDirection">Rotation to start at.</param>
- /// <param name="toDirection">Rotation to end at.</param>
- /// <param name="fallbackAxis">Fallback axis to use if the from/to vectors are almost completely opposite.
- /// Fallback axis should be perpendicular to both vectors.</param>
- /// <returns>Quaternion that rotates an object from <paramref name="fromDirection"/> to
- /// <paramref name="toDirection"/></returns>
- public static Quaternion FromToRotation(Vector3 fromDirection, Vector3 toDirection, Vector3 fallbackAxis)
- {
- Quaternion q = new Quaternion();
- q.SetFromToRotation(fromDirection, toDirection, fallbackAxis);
- return q;
- }
- /// <summary>
- /// Creates a quaternion that orients an object so it faces in te provided direction.
- /// </summary>
- /// <param name="forward">Direction to orient the object towards.</param>
- public static Quaternion LookRotation(Vector3 forward)
- {
- Quaternion quat = new Quaternion();
- quat.SetLookRotation(forward);
- return quat;
- }
- /// <summary>
- /// Creates a quaternion that orients an object so it faces in the provided direction.
- /// </summary>
- /// <param name="forward">Direction to orient the object towards.</param>
- /// <param name="up">Axis that determines the upward direction of the object.</param>
- public static Quaternion LookRotation(Vector3 forward, Vector3 up)
- {
- Quaternion quat = new Quaternion();
- quat.SetLookRotation(forward, up);
- return quat;
- }
- /// <summary>
- /// Converts the quaternion rotation into euler angle (pitch/yaw/roll) rotation.
- /// </summary>
- /// <param name="rotation">Quaternion to convert.</param>
- /// <returns>Rotation as euler angles, in degrees.</returns>
- public static Vector3 ToEuler(Quaternion rotation)
- {
- return rotation.ToEuler();
- }
- /// <summary>
- /// Converts the quaternion rotation into axis/angle rotation.
- /// </summary>
- /// <param name="rotation">Quaternion to convert.</param>
- /// <param name="axis">Axis around which the rotation is performed.</param>
- /// <param name="angle">Amount of rotation.</param>
- public static void ToAxisAngle(Quaternion rotation, out Vector3 axis, out Degree angle)
- {
- rotation.ToAxisAngle(out axis, out angle);
- }
- /// <summary>
- /// Creates a quaternion from a rotation matrix.
- /// </summary>
- /// <param name="rotMatrix">Rotation matrix to convert to quaternion.</param>
- /// <returns>Newly created quaternion that has equivalent rotation as the provided rotation matrix.</returns>
- public static Quaternion FromRotationMatrix(Matrix3 rotMatrix)
- {
- // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
- // article "Quaternion Calculus and Fast Animation".
- Quaternion quat = new Quaternion();
- float trace = rotMatrix.m00 + rotMatrix.m11 + rotMatrix.m22;
- float root;
- if (trace > 0.0f)
- {
- // |w| > 1/2, may as well choose w > 1/2
- root = MathEx.Sqrt(trace + 1.0f); // 2w
- quat.w = 0.5f*root;
- root = 0.5f/root; // 1/(4w)
- quat.x = (rotMatrix.m21 - rotMatrix.m12) * root;
- quat.y = (rotMatrix.m02 - rotMatrix.m20) * root;
- quat.z = (rotMatrix.m10 - rotMatrix.m01) * root;
- }
- else
- {
- // |w| <= 1/2
- int[] nextLookup = { 1, 2, 0 };
- int i = 0;
- if (rotMatrix.m11 > rotMatrix.m00)
- i = 1;
- if (rotMatrix.m22 > rotMatrix[i, i])
- i = 2;
- int j = nextLookup[i];
- int k = nextLookup[j];
- root = MathEx.Sqrt(rotMatrix[i,i] - rotMatrix[j, j] - rotMatrix[k, k] + 1.0f);
- quat[i] = 0.5f*root;
- root = 0.5f/root;
- quat.w = (rotMatrix[k, j] - rotMatrix[j, k]) * root;
- quat[j] = (rotMatrix[j, i] + rotMatrix[i, j]) * root;
- quat[k] = (rotMatrix[k, i] + rotMatrix[i, k]) * root;
- }
- quat.Normalize();
- return quat;
- }
- /// <summary>
- /// Creates a quaternion from axis/angle rotation.
- /// </summary>
- /// <param name="axis">Axis around which the rotation is performed.</param>
- /// <param name="angle">Amount of rotation.</param>
- /// <returns>Quaternion that rotates an object around the specified axis for the specified amount.</returns>
- public static Quaternion FromAxisAngle(Vector3 axis, Degree angle)
- {
- Quaternion quat;
- float halfAngle = (float)(0.5f*angle.Radians);
- float sin = (float)MathEx.Sin(halfAngle);
- quat.w = (float)MathEx.Cos(halfAngle);
- quat.x = sin * axis.x;
- quat.y = sin * axis.y;
- quat.z = sin * axis.z;
- return quat;
- }
- /// <summary>
- /// Initializes the quaternion from orthonormal set of axes.
- /// </summary>
- /// <param name="xAxis">Normalized x axis.</param>
- /// <param name="yAxis">Normalized y axis.</param>
- /// <param name="zAxis">Normalized z axis.</param>
- /// <returns>Quaternion that represents a rotation from base axes to the specified set of axes.</returns>
- public static Quaternion FromAxes(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
- {
- Matrix3 mat;
- mat.m00 = xAxis.x;
- mat.m10 = xAxis.y;
- mat.m20 = xAxis.z;
- mat.m01 = yAxis.x;
- mat.m11 = yAxis.y;
- mat.m21 = yAxis.z;
- mat.m02 = zAxis.x;
- mat.m12 = zAxis.y;
- mat.m22 = zAxis.z;
- return FromRotationMatrix(mat);
- }
- /// <summary>
- /// Creates a quaternion from the provided euler angle (pitch/yaw/roll) rotation.
- /// </summary>
- /// <param name="xAngle">Pitch angle of rotation.</param>
- /// <param name="yAngle">Yar angle of rotation.</param>
- /// <param name="zAngle">Roll angle of rotation.</param>
- /// <param name="order">The order in which rotations will be applied. Different rotations can be created depending
- /// on the order.</param>
- /// <returns>Quaternion that can rotate an object to the specified angles.</returns>
- public static Quaternion FromEuler(Degree xAngle, Degree yAngle, Degree zAngle,
- EulerAngleOrder order = EulerAngleOrder.YXZ)
- {
- EulerAngleOrderData l = EA_LOOKUP[(int)order];
- Radian halfXAngle = xAngle * 0.5f;
- Radian halfYAngle = yAngle * 0.5f;
- Radian halfZAngle = zAngle * 0.5f;
- float cx = MathEx.Cos(halfXAngle);
- float sx = MathEx.Sin(halfXAngle);
- float cy = MathEx.Cos(halfYAngle);
- float sy = MathEx.Sin(halfYAngle);
- float cz = MathEx.Cos(halfZAngle);
- float sz = MathEx.Sin(halfZAngle);
- Quaternion[] quats = new Quaternion[3];
- quats[0] = new Quaternion(sx, 0.0f, 0.0f, cx);
- quats[1] = new Quaternion(0.0f, sy, 0.0f, cy);
- quats[2] = new Quaternion(0.0f, 0.0f, sz, cz);
- return (quats[l.a] * quats[l.b]) * quats[l.c];
- }
- /// <summary>
- /// Creates a quaternion from the provided euler angle (pitch/yaw/roll) rotation.
- /// </summary>
- /// <param name="euler">Euler angles in degrees.</param>
- /// <param name="order">The order in which rotations will be applied. Different rotations can be created depending
- /// on the order.</param>
- /// <returns>Quaternion that can rotate an object to the specified angles.</returns>
- public static Quaternion FromEuler(Vector3 euler, EulerAngleOrder order = EulerAngleOrder.YXZ)
- {
- return FromEuler((Degree)euler.x, (Degree)euler.y, (Degree)euler.z, order);
- }
- /// <inheritdoc/>
- public override int GetHashCode()
- {
- return x.GetHashCode() ^ y.GetHashCode() << 2 ^ z.GetHashCode() >> 2 ^ w.GetHashCode() >> 1;
- }
- /// <inheritdoc/>
- public override bool Equals(object other)
- {
- if (!(other is Quaternion))
- return false;
- Quaternion quat = (Quaternion)other;
- if (x.Equals(quat.x) && y.Equals(quat.y) && z.Equals(quat.z) && w.Equals(quat.w))
- return true;
- return false;
- }
- /// <inheritdoc/>
- public override string ToString()
- {
- return String.Format("({0}, {1}, {2}, {3})", x, y, z, w);
- }
- }
- /** @} */
- }
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