#region Using Statements using System; using System.Globalization; using ANX.Framework.NonXNA.Development; using System.ComponentModel; using ANX.Framework.Design; #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 namespace ANX.Framework { [PercentageComplete(100)] [Developer("floAr, GinieDp")] [TestState(TestStateAttribute.TestState.InProgress)] #if !WINDOWSMETRO [Serializable] [TypeConverter(typeof(QuaternionConverter))] #endif public struct Quaternion : IEquatable { #region fields public float X; public float Y; public float Z; public float W; #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; } 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) { 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; this.Y = -this.Y; this.Z = -this.Z; } public static Quaternion Conjugate(Quaternion value) { Quaternion result; Quaternion.Conjugate(ref value, out result); return result; } public static void Conjugate(ref Quaternion value, out Quaternion result) { result.X = -value.X; 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) { 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); } 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; } 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); } public override int GetHashCode() { return this.X.GetHashCode() + this.Y.GetHashCode() + this.Z.GetHashCode() + this.W.GetHashCode(); } public static Quaternion Inverse(Quaternion quaternion) { 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; result.X = -quaternion.X * invLength; result.Y = -quaternion.Y * invLength; result.Z = -quaternion.Z * invLength; result.W = quaternion.W * invLength; } 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() { 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) { 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) { Quaternion result; Quaternion.Multiply(ref quaternion1, scaleFactor, out result); return result; } public static void Multiply(ref Quaternion quaternion1, float scaleFactor, out Quaternion result) { 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) { 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) { 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) { 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) { 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 override string ToString() { var culture = CultureInfo.CurrentCulture; return "{X:" + X.ToString(culture) + " Y:" + Y.ToString(culture) + " Z:" + Z.ToString(culture) + " W:" + W.ToString(culture) + "}"; } #endregion #region IEquatable implementation public override bool Equals(Object obj) { return (obj is Quaternion) && this.Equals((Quaternion)obj); } 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; } 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; } 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; } #endregion } }