#region Using Statements using System; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework { 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) { throw new NotImplementedException(); } 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) { throw new NotImplementedException(); } public static void Concatenate(ref Quaternion value1, ref Quaternion value2, out Quaternion result) { throw new NotImplementedException(); } public void Conjugate() { this.Y = -this.Y; this.Z = -this.Z; this.W = -this.W; } 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) { throw new NotImplementedException(); } public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result) { throw new NotImplementedException(); } public static Quaternion CreateFromRotationMatrix(Matrix matrix) { throw new NotImplementedException(); } public static void CreateFromRotationMatrix(ref Matrix matrix, out Quaternion result) { throw new NotImplementedException(); } public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll) { throw new NotImplementedException(); } public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result) { throw new NotImplementedException(); } 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) { result = Quaternion.Multiply(quaternion1, Quaternion.Inverse(quaternion2)); } 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) { result = Quaternion.Multiply(quaternion1, 1.0f / divider); } public static float Dot(Quaternion quaternion1, Quaternion quaternion2) { throw new NotImplementedException(); } public static void Dot(ref Quaternion quaternion1, ref Quaternion quaternion2, out float result) { throw new NotImplementedException(); } 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) { //(a + i b + j c + k d)-1= (a - i b - j c - k d) / (a2 + b2 + c2 + d2) float magnitude = quaternion.Length(); result = Quaternion.Conjugate(quaternion) / (magnitude * magnitude); } public float Length() { return (float)Math.Sqrt(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) { throw new NotImplementedException(); } public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result) { throw new NotImplementedException(); } 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) { //z1 * z2= a*e - b*f - c*g- d*h + i (b*e + a*f + c*h - d*g) + j (a*g - b*h + c*e + d*f) + k (a*h + b*g - c*f + d*e) result.X = quaternion1.X * quaternion2.X - quaternion1.Y * quaternion2.Y - quaternion1.Z * quaternion2.Z - quaternion1.W * quaternion2.W; result.Y = quaternion1.Y * quaternion2.X + quaternion1.X * quaternion2.Y + quaternion1.Z * quaternion2.W - quaternion1.W * quaternion2.Z; result.Z = quaternion1.X * quaternion2.Z - quaternion1.Y * quaternion2.W + quaternion1.Z * quaternion2.X + quaternion1.W * quaternion2.Y; result.W = quaternion1.X * quaternion2.W + quaternion1.Y * quaternion2.Z - quaternion1.Z * quaternion2.Y + quaternion1.W * quaternion2.X; } 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 = Quaternion.Conjugate(quaternion); result.X = -result.X; } public void Normalize() { float norm = this.Length(); float scaler = 1.0f / norm; this.X *= scaler; this.Y *= scaler; this.Z *= scaler; this.W *= scaler; } 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 norm = quaternion.Length(); float scaler = 1.0f / norm; result.X = quaternion.X * scaler; result.Y = quaternion.Y * scaler; result.Z = quaternion.Z * scaler; result.W = quaternion.W * scaler; } public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount) { throw new NotImplementedException(); } public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result) { throw new NotImplementedException(); } 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() { return "{X:" + this.X + " Y:" + this.Y + " Z:" + this.Z + " W:" + this.W + "}"; } #endregion #region IEquatable implementation public override bool Equals(Object obj) { return (obj is Quaternion) ? this.Equals((Quaternion)obj) : false; } 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) { return Quaternion.Add(quaternion1, quaternion2); } public static Quaternion operator /(Quaternion quaternion1, Quaternion quaternion2) { return Quaternion.Divide(quaternion1, quaternion2); } 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) { return Quaternion.Multiply(quaternion1, quaternion2); } public static Quaternion operator *(Quaternion quaternion1, float scaleFactor) { return Quaternion.Multiply(quaternion1, scaleFactor); } public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2) { return Quaternion.Subtract(quaternion1, quaternion2); } public static Quaternion operator -(Quaternion quaternion) { return Quaternion.Negate(quaternion); } #endregion } }