506 lines
18 KiB
C#
Raw Permalink Normal View History

#region Using Statements
2011-10-31 05:36:24 +00:00
using System;
using System.Globalization;
using ANX.Framework.NonXNA.Development;
using System.ComponentModel;
using ANX.Framework.Design;
2011-10-31 05:36:24 +00:00
#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
2011-10-31 05:36:24 +00:00
namespace ANX.Framework
{
[PercentageComplete(100)]
[Developer("floAr, GinieDp")]
[TestState(TestStateAttribute.TestState.InProgress)]
#if !WINDOWSMETRO
[Serializable]
[TypeConverter(typeof(QuaternionConverter))]
#endif
2011-10-31 05:36:24 +00:00
public struct Quaternion : IEquatable<Quaternion>
{
#region fields
public float X;
public float Y;
public float Z;
public float W;
2011-10-31 05:36:24 +00:00
#endregion
#region properties
public static Quaternion Identity
{
get
{
return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
}
}
#endregion
#region constructors
public Quaternion(float x, float y, float z, float w)
{
this.X = x;
this.Y = y;
this.Z = z;
this.W = w;
}
2011-10-31 05:36:24 +00:00
public Quaternion(Vector3 vectorPart, float scalarPart)
{
this.X = vectorPart.X;
this.Y = vectorPart.Y;
this.Z = vectorPart.Z;
this.W = scalarPart;
}
#endregion
#region public methods
public static Quaternion Add(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion result;
Quaternion.Add(ref quaternion1, ref quaternion2, out result);
return result;
}
public static void Add(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
{
2011-11-10 18:12:21 +00:00
result.X = quaternion1.X + quaternion2.X;
result.Y = quaternion1.Y + quaternion2.Y;
result.Z = quaternion1.Z + quaternion2.Z;
result.W = quaternion1.W + quaternion2.W;
}
public static Quaternion Concatenate(Quaternion value1, Quaternion value2)
{
Quaternion result;
Quaternion.Concatenate(ref value1, ref value2, out result);
return result;
}
public static void Concatenate(ref Quaternion value1, ref Quaternion value2, out Quaternion result)
{
Multiply(ref value2, ref value1, out result);
}
public void Conjugate()
{
this.X = -this.X;
2011-11-10 22:47:32 +00:00
this.Y = -this.Y;
this.Z = -this.Z;
}
public static Quaternion Conjugate(Quaternion value)
{
2011-11-10 22:47:32 +00:00
Quaternion result;
Quaternion.Conjugate(ref value, out result);
return result;
}
public static void Conjugate(ref Quaternion value, out Quaternion result)
{
result.X = -value.X;
2011-11-10 18:12:21 +00:00
result.Y = -value.Y;
result.Z = -value.Z;
result.W = value.W;
}
public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)
{
Quaternion result;
Quaternion.CreateFromAxisAngle(ref axis, angle, out result);
return result;
}
public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result)
{
angle *= 0.5f;
float sinAngle = (float)Math.Sin(angle);
float cosAngle = (float)Math.Cos(angle);
result.X = axis.X * sinAngle;
result.Y = axis.Y * sinAngle;
result.Z = axis.Z * sinAngle;
result.W = cosAngle;
}
public static Quaternion CreateFromRotationMatrix(Matrix matrix)
{
Quaternion result;
Quaternion.CreateFromRotationMatrix(ref matrix, out result);
return result;
}
public static void CreateFromRotationMatrix(ref Matrix matrix, out Quaternion result)
{
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
float tr = matrix.M11 + matrix.M22 + matrix.M33;
if (tr > 0f)
{
float s = (float)Math.Sqrt(tr + 1f);
result.W = s * 0.5f;
s = 0.5f / s;
result.X = (matrix.M23 - matrix.M32) * s;
result.Y = (matrix.M31 - matrix.M13) * s;
result.Z = (matrix.M12 - matrix.M21) * s;
}
else if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
{
float s = (float)Math.Sqrt(1f + matrix.M11 - matrix.M22 - matrix.M33);
float s2 = 0.5f / s;
result.W = (matrix.M23 - matrix.M32) * s2;
result.X = 0.5f * s;
result.Y = (matrix.M12 + matrix.M21) * s2;
result.Z = (matrix.M13 + matrix.M31) * s2;
}
else if (matrix.M22 > matrix.M33)
{
float s = (float)Math.Sqrt(1f + matrix.M22 - matrix.M11 - matrix.M33);
float s2 = 0.5f / s;
result.W = (matrix.M31 - matrix.M13) * s2;
result.X = (matrix.M21 + matrix.M12) * s2;
result.Y = 0.5f * s;
result.Z = (matrix.M32 + matrix.M23) * s2;
}
else
{
float s = (float)Math.Sqrt(1f + matrix.M33 - matrix.M11 - matrix.M22);
float ss = 0.5f / s;
result.W = (matrix.M12 - matrix.M21) * ss;
result.X = (matrix.M31 + matrix.M13) * ss;
result.Y = (matrix.M32 + matrix.M23) * ss;
result.Z = 0.5f * s;
}
}
public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll)
{
Quaternion result;
Quaternion.CreateFromYawPitchRoll(yaw,pitch,roll, out result);
return result;
}
public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)
{
Vector3 yawAxis = Vector3.Up;
Vector3 pitchAxis = Vector3.Right;
Vector3 rollAxis = Vector3.Backward;
Quaternion yawQuat;
Quaternion pitchQuat;
Quaternion rollQuat;
Quaternion.CreateFromAxisAngle(ref yawAxis, yaw, out yawQuat);
Quaternion.CreateFromAxisAngle(ref pitchAxis, pitch, out pitchQuat);
Quaternion.CreateFromAxisAngle(ref rollAxis, roll, out rollQuat);
Quaternion.Multiply(ref yawQuat, ref pitchQuat, out result);
Quaternion.Multiply(ref result, ref rollQuat, out result);
}
public static Quaternion Divide(Quaternion quaternion1, Quaternion quaternion2)
{
2011-11-10 22:47:32 +00:00
Quaternion result;
Quaternion.Divide(ref quaternion1, ref quaternion2, out result);
return result;
}
public static void Divide(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
{
Quaternion q3 = Quaternion.Inverse(quaternion2);
Quaternion.Multiply(ref quaternion1, ref q3, out result);
}
2011-11-10 22:47:32 +00:00
public static Quaternion Divide(Quaternion quaternion1, float divider)
{
Quaternion result;
Quaternion.Divide(ref quaternion1, ref divider, out result);
return result;
}
public static void Divide(ref Quaternion quaternion1, ref float divider, out Quaternion result)
{
divider = 1f / divider;
result.X = quaternion1.X * divider;
result.Y = quaternion1.Y * divider;
result.Z = quaternion1.Z * divider;
result.W = quaternion1.W * divider;
2011-11-10 22:47:32 +00:00
}
public static float Dot(Quaternion quaternion1, Quaternion quaternion2)
{
float result;
Quaternion.Dot(ref quaternion1, ref quaternion2, out result);
return result;
}
public static void Dot(ref Quaternion quaternion1, ref Quaternion quaternion2, out float result)
{
result = (quaternion1.X * quaternion2.X +
quaternion1.Y * quaternion2.Y +
quaternion1.Z * quaternion2.Z +
quaternion1.W * quaternion2.W);
}
2011-10-31 05:36:24 +00:00
public override int GetHashCode()
{
return this.X.GetHashCode() + this.Y.GetHashCode() + this.Z.GetHashCode() + this.W.GetHashCode();
}
public static Quaternion Inverse(Quaternion quaternion)
{
2011-11-10 22:47:32 +00:00
Quaternion result;
Quaternion.Inverse(ref quaternion, out result);
return result;
}
public static void Inverse(ref Quaternion quaternion, out Quaternion result)
{
float lengthSqrt = quaternion.LengthSquared();
float invLength = 1.0f / lengthSqrt;
2011-11-10 22:47:32 +00:00
result.X = -quaternion.X * invLength;
result.Y = -quaternion.Y * invLength;
result.Z = -quaternion.Z * invLength;
result.W = quaternion.W * invLength;
}
2011-11-10 22:47:32 +00:00
public float Length()
{
return (float)Math.Sqrt((double)(this.X * this.X + this.Y * this.Y + this.Z * this.Z + this.W * this.W));
}
public float LengthSquared()
{
2011-11-10 18:12:21 +00:00
return this.X * this.X + this.Y * this.Y + this.Z * this.Z + this.W * this.W;
}
public static Quaternion Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
{
Quaternion result;
Quaternion.Lerp(ref quaternion1, ref quaternion2, amount, out result);
return result;
}
public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
{
float dotProduct;
Quaternion.Dot(ref quaternion1, ref quaternion2, out dotProduct);
float amount1 = 1.0f - amount;
if (dotProduct < 0)
{
amount = -amount;
}
result.X = amount1 * quaternion1.X + amount * quaternion2.X;
result.Y = amount1 * quaternion1.Y + amount * quaternion2.Y;
result.Z = amount1 * quaternion1.Z + amount * quaternion2.Z;
result.W = amount1 * quaternion1.W + amount * quaternion2.W;
result.Normalize();
}
public static Quaternion Multiply(Quaternion quaternion1, Quaternion quaternion2)
{
2011-11-10 22:47:32 +00:00
Quaternion result;
Quaternion.Multiply(ref quaternion1, ref quaternion2, out result);
return result;
}
public static void Multiply(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
{
Quaternion temp;
temp.X = quaternion1.W * quaternion2.X + quaternion1.X * quaternion2.W + quaternion1.Y * quaternion2.Z - quaternion1.Z * quaternion2.Y;
temp.Y = quaternion1.W * quaternion2.Y - quaternion1.X * quaternion2.Z + quaternion1.Y * quaternion2.W + quaternion1.Z * quaternion2.X;
temp.Z = quaternion1.W * quaternion2.Z + quaternion1.X * quaternion2.Y - quaternion1.Y * quaternion2.X + quaternion1.Z * quaternion2.W;
temp.W = quaternion1.W * quaternion2.W - quaternion1.X * quaternion2.X - quaternion1.Y * quaternion2.Y - quaternion1.Z * quaternion2.Z;
result = temp;
}
public static Quaternion Multiply(Quaternion quaternion1, float scaleFactor)
{
2011-11-10 22:47:32 +00:00
Quaternion result;
Quaternion.Multiply(ref quaternion1, scaleFactor, out result);
return result;
}
public static void Multiply(ref Quaternion quaternion1, float scaleFactor, out Quaternion result)
{
2011-11-10 22:47:32 +00:00
result.X = quaternion1.X * scaleFactor;
result.Y = quaternion1.Y * scaleFactor;
result.Z = quaternion1.Z * scaleFactor;
result.W = quaternion1.W * scaleFactor;
}
public static Quaternion Negate(Quaternion quaternion)
{
2011-11-10 22:47:32 +00:00
Quaternion result;
Quaternion.Negate(ref quaternion, out result);
return result;
}
public static void Negate(ref Quaternion quaternion, out Quaternion result)
{
result.X = -quaternion.X;
result.Y = -quaternion.Y;
result.Z = -quaternion.Z;
result.W = -quaternion.W;
}
public void Normalize()
{
float invLength = 1.0f / this.Length();
this.X *= invLength;
this.Y *= invLength;
this.Z *= invLength;
this.W *= invLength;
}
public static Quaternion Normalize(Quaternion quaternion)
{
2011-11-10 22:47:32 +00:00
Quaternion result;
Quaternion.Normalize(ref quaternion, out result);
return result;
}
public static void Normalize(ref Quaternion quaternion, out Quaternion result)
{
float invLength = 1.0f / quaternion.Length();
result.X = quaternion.X * invLength;
result.Y = quaternion.Y * invLength;
result.Z = quaternion.Z * invLength;
result.W = quaternion.W * invLength;
}
public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
{
Quaternion result;
Quaternion.Slerp(ref quaternion1, ref quaternion2, amount, out result);
return result;
}
public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
{
float cosAlpha;
Dot(ref quaternion1, ref quaternion2, out cosAlpha);
float alpha = (float)Math.Acos(cosAlpha);
float invSinAlphaInv = 1.0f / (float)Math.Sin(alpha);
float amount1 = (float)Math.Sin((1.0f - amount) * alpha) * invSinAlphaInv;
float amount2 = (float)Math.Sin(amount * alpha) * invSinAlphaInv;
result.X = quaternion1.X * amount1 + quaternion2.X * amount2;
result.Y = quaternion1.Y * amount1 + quaternion2.Y * amount2;
result.Z = quaternion1.Z * amount1 + quaternion2.Z * amount2;
result.W = quaternion1.W * amount1 + quaternion2.W * amount2;
}
public static Quaternion Subtract(Quaternion quaternion1, Quaternion quaternion2)
{
2011-11-10 22:47:32 +00:00
Quaternion result;
Quaternion.Subtract(ref quaternion1, ref quaternion2, out result);
return result;
}
public static void Subtract(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
{
2011-11-10 22:47:32 +00:00
result.X = quaternion1.X - quaternion2.X;
result.Y = quaternion1.Y - quaternion2.Y;
result.Z = quaternion1.Z - quaternion2.Z;
result.W = quaternion1.W - quaternion2.W;
2011-10-31 05:36:24 +00:00
}
public override string ToString()
{
var culture = CultureInfo.CurrentCulture;
return "{X:" + X.ToString(culture) + " Y:" + Y.ToString(culture) + " Z:" + Z.ToString(culture) +
" W:" + W.ToString(culture) + "}";
2011-10-31 05:36:24 +00:00
}
#endregion
#region IEquatable implementation
public override bool Equals(Object obj)
{
return (obj is Quaternion) && this.Equals((Quaternion)obj);
2011-10-31 05:36:24 +00:00
}
public bool Equals(Quaternion other)
{
return this.W == other.W && this.X == other.X && this.Y == other.Y && this.Z == other.Z;
}
#endregion
#region operator overloading
public static Quaternion operator +(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion result;
Add(ref quaternion1, ref quaternion2, out result);
return result;
}
public static Quaternion operator /(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion result;
Divide(ref quaternion1, ref quaternion2, out result);
return result;
2011-11-10 22:47:32 +00:00
}
public static Quaternion operator /(Quaternion quaternion1, float divider)
{
return Quaternion.Divide(quaternion1, divider);
}
public static bool operator ==(Quaternion quaternion1, Quaternion quaternion2)
{
return (quaternion1.X == quaternion2.X &&
quaternion1.Y == quaternion2.Y &&
quaternion1.Z == quaternion2.Z &&
quaternion1.W == quaternion2.W);
}
public static bool operator !=(Quaternion quaternion1, Quaternion quaternion2)
{
return (quaternion1.X != quaternion2.X ||
quaternion1.Y != quaternion2.Y ||
quaternion1.Z != quaternion2.Z ||
quaternion1.W != quaternion2.W);
}
public static Quaternion operator *(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion result;
Multiply(ref quaternion1, ref quaternion2, out result);
return result;
}
2011-10-31 05:36:24 +00:00
public static Quaternion operator *(Quaternion quaternion1, float scaleFactor)
{
Quaternion result;
Multiply(ref quaternion1, scaleFactor, out result);
return result;
}
public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion result;
Subtract(ref quaternion1, ref quaternion2, out result);
return result;
}
public static Quaternion operator -(Quaternion quaternion)
{
Quaternion result;
Negate(ref quaternion, out result);
return result;
}
2011-10-31 05:36:24 +00:00
#endregion
}
}