mirror of
https://github.com/Ryujinx/Opentk.git
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460 lines
11 KiB
C#
460 lines
11 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 the OpenTK team
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* See license.txt for license info
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*
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* Implemented by Andy Gill
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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namespace OpenTK.Math
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{
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/// <summary>
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/// Represents a Quaternion
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Quaternion
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{
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#region Fields
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/// <summary>
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/// The vector part of the quaternion
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/// </summary>
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public Vector3 XYZ;
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/// <summary>
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/// The w component of the quaternion
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/// </summary>
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public float W;
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public static Quaternion Identity = new Quaternion(0, 0, 0, 1);
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#endregion
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#region Constructors
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/// <summary>
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/// Construct a new Quaternion from vector and w components
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/// </summary>
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/// <param name="v">The vector part</param>
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/// <param name="w">The w part</param>
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public Quaternion(Vector3 v, float w)
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{
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XYZ = v;
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W = w;
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}
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/// <summary>
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/// Construct a new Quaternion
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/// </summary>
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/// <param name="x">The x component</param>
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/// <param name="y">The y component</param>
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/// <param name="z">The z component</param>
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/// <param name="w">The w component</param>
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public Quaternion(float x, float y, float z, float w)
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{
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XYZ = new Vector3(x, y, z);
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W = w;
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}
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#endregion
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#region Functions
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#region pubilc void ToAxisAngle(out Vector3 axis, out float angle)
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/// <summary>
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/// Convert the current quaternion to axis angle representation
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/// </summary>
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/// <param name="axis">The resultant axis</param>
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/// <param name="angle">The resultant angle</param>
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public void ToAxisAngle(out Vector3 axis, out float angle)
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{
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Quaternion q = this;
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if (q.W > 1.0f)
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q.Normalize();
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angle = 2.0f * (float)System.Math.Acos(q.W);
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float den = (float)System.Math.Sqrt(1.0 - q.W * q.W);
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axis = q.XYZ;
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if (den > 0.0001f)
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{
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axis = q.XYZ / den;
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}
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}
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#endregion
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#region public float Length
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/// <summary>
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/// Gets the length (magnitude) of the quaternion.
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/// </summary>
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/// <seealso cref="LengthSquared"/>
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public float Length
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{
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get
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{
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return (float)System.Math.Sqrt(W * W + XYZ.LengthSquared);
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}
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}
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#endregion
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#region public float LengthSquared
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/// <summary>
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/// Gets the square of the quaternion length (magnitude).
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/// </summary>
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public float LengthSquared
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{
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get
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{
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return W * W + XYZ.LengthSquared;
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}
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}
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#endregion
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#region public void Normalize()
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/// <summary>
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/// Scales the Quaternion to unit length.
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/// </summary>
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public void Normalize()
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{
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float scale = 1.0f / this.Length;
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XYZ *= scale;
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W *= scale;
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}
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#endregion
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#region public void Conjugate()
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/// <summary>
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/// Convert this quaternion to its conjugate
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/// </summary>
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public void Conjugate()
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{
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XYZ = -XYZ;
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}
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#endregion
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#endregion
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#region Operator overloads
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public static Quaternion operator +(Quaternion left, Quaternion right)
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{
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left.XYZ += right.XYZ;
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left.W += right.W;
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return left;
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}
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public static Quaternion operator -(Quaternion left, Quaternion right)
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{
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left.XYZ -= right.XYZ;
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left.W -= right.W;
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return left;
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}
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public static Quaternion operator *(Quaternion left, Quaternion right)
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{
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float w = left.W * right.W - Vector3.Dot(left.XYZ, right.XYZ);
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left.XYZ = right.W * left.XYZ + left.W * right.XYZ + Vector3.Cross(left.XYZ, right.XYZ);
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left.W = w;
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return left;
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}
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[CLSCompliant(false)]
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unsafe public static explicit operator float*(Quaternion q)
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{
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return &q.XYZ.X;
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}
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public static explicit operator IntPtr(Quaternion q)
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{
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unsafe
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{
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return (IntPtr)(&q.XYZ.X);
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}
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}
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#endregion
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#region Static functions
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#region Add
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/// <summary>
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/// Add two quaternions
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/// </summary>
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/// <param name="left">The first operand</param>
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/// <param name="right">The second operand</param>
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/// <returns>The result of the addition</returns>
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public static Quaternion Add(Quaternion left, Quaternion right)
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{
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left.XYZ += right.XYZ;
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left.W += right.W;
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return left;
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}
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/// <summary>
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/// Add two quaternions
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/// </summary>
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/// <param name="left">The first operand</param>
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/// <param name="right">The second operand</param>
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/// <param name="result">The result of the addition</param>
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public static void Add(ref Quaternion left, ref Quaternion right, out Quaternion result)
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{
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result.XYZ = left.XYZ + right.XYZ;
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result.W = left.W + right.W;
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}
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#endregion
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#region Sub
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public static Quaternion Sub(Quaternion left, Quaternion right)
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{
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left.XYZ -= right.XYZ;
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left.W -= right.W;
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return left;
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}
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public static void Sub(ref Quaternion left, ref Quaternion right, out Quaternion result)
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{
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result.XYZ = left.XYZ - right.XYZ;
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result.W = left.W - right.W;
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}
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#endregion
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#region Mult
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public static Quaternion Mult(Quaternion left, Quaternion right)
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{
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float w = left.W * right.W - Vector3.Dot(left.XYZ, right.XYZ);
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left.XYZ = right.W * left.XYZ + left.W * right.XYZ + Vector3.Cross(left.XYZ, right.XYZ);
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left.W = w;
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return left;
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}
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public static void Mult(ref Quaternion left, ref Quaternion right, out Quaternion result)
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{
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result.W = left.W * right.W - Vector3.Dot(left.XYZ, right.XYZ);
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result.XYZ = right.W * left.XYZ + left.W * right.XYZ + Vector3.Cross(left.XYZ, right.XYZ);
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}
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#endregion
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#region Conjugate
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/// <summary>
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/// Get the conjugate of the given quaternion
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/// </summary>
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/// <param name="q">The quaternion</param>
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/// <returns>The conjugate of the given quaternion</returns>
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public static Quaternion Conjugate(Quaternion q)
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{
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q.XYZ = -q.XYZ;
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return q;
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}
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/// <summary>
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/// Get the conjugate of the given quaternion
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/// </summary>
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/// <param name="q">The quaternion</param>
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/// <param name="result">The conjugate of the given quaternion</param>
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public static void Conjugate(ref Quaternion q, out Quaternion result)
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{
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result.XYZ = -q.XYZ;
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result.W = q.W;
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}
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#endregion
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#region Invert
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/// <summary>
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/// Get the inverse of the given quaternion
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/// </summary>
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/// <param name="q">The quaternion to invert</param>
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/// <returns>The inverse of the given quaternion</returns>
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public static Quaternion Invert(Quaternion q)
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{
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float lengthSq = q.LengthSquared;
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if (lengthSq != 0.0)
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{
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float i = 1.0f / lengthSq;
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q.XYZ *= -i;
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q.W *= i;
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}
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return q;
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}
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/// <summary>
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/// Get the inverse of the given quaternion
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/// </summary>
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/// <param name="q">The quaternion to invert</param>
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/// <param name="result">The inverse of the given quaternion</param>
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public static void Invert(ref Quaternion q, out Quaternion result)
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{
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float lengthSq = q.LengthSquared;
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if (lengthSq != 0.0)
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{
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float i = 1.0f / lengthSq;
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result.XYZ = q.XYZ * -i;
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result.W = q.W * i;
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}
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else
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{
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result = q;
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}
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}
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#endregion
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#region Normalize
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/// <summary>
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/// Scale the given quaternion to unit length
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/// </summary>
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/// <param name="q">The quaternion to normalize</param>
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/// <returns>The normalized quaternion</returns>
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public static Quaternion Normalize(Quaternion q)
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{
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float scale = 1.0f / q.Length;
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q.XYZ *= scale;
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q.W *= scale;
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return q;
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}
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/// <summary>
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/// Scale the given quaternion to unit length
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/// </summary>
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/// <param name="q">The quaternion to normalize</param>
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/// <param name="result">The normalized quaternion</param>
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public static void Normalize(ref Quaternion q, out Quaternion result)
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{
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float scale = 1.0f / q.Length;
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result.XYZ = q.XYZ * scale;
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result.W = q.W * scale;
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}
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#endregion
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#region FromAxisAngle
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/// <summary>
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/// Build a quaternion from the given axis and angle
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/// </summary>
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/// <param name="axis">The axis to rotate about</param>
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/// <param name="angle">The rotation angle in radians</param>
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/// <returns></returns>
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public static Quaternion FromAxisAngle(Vector3 axis, float angle)
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{
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if (axis.LengthSquared == 0.0f)
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return Identity;
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Quaternion result = Identity;
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angle *= 0.5f;
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axis.Normalize();
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result.XYZ = axis * (float)System.Math.Sin(angle);
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result.W = (float)System.Math.Cos(angle);
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return Normalize(result);
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}
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#endregion
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#region Slerp
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/// <summary>
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/// Do Spherical linear interpolation between two quaternions
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/// </summary>
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/// <param name="q1">The first quaternion</param>
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/// <param name="q2">The second quaternion</param>
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/// <param name="blend">The blend factor</param>
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/// <returns>A smooth blend between the given quaternions</returns>
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public static Quaternion Slerp(Quaternion q1, Quaternion q2, float blend)
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{
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// if either input is zero, return the other.
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if (q1.LengthSquared == 0.0f)
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{
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if (q2.LengthSquared == 0.0f)
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{
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return Identity;
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}
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return q2;
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}
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else if (q2.LengthSquared == 0.0f)
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{
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return q1;
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}
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float cosHalfAngle = q1.W * q2.W + Vector3.Dot(q1.XYZ, q2.XYZ);
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if (cosHalfAngle >= 1.0f || cosHalfAngle <= -1.0f)
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{
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// angle = 0.0f, so just return one input.
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return q1;
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}
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else if (cosHalfAngle < 0.0f)
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{
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q2.XYZ = -q2.XYZ;
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q2.W = -q2.W;
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cosHalfAngle = -cosHalfAngle;
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}
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float blendA;
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float blendB;
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if (cosHalfAngle < 0.99f)
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{
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// do proper slerp for big angles
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float halfAngle = (float)System.Math.Acos(cosHalfAngle);
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float sinHalfAngle = (float)System.Math.Sin(halfAngle);
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float oneOverSinHalfAngle = 1.0f / sinHalfAngle;
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blendA = (float)System.Math.Sin(halfAngle * (1.0f - blend)) * oneOverSinHalfAngle;
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blendB = (float)System.Math.Sin(halfAngle * blend) * oneOverSinHalfAngle;
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}
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else
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{
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// do lerp if angle is really small.
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blendA = 1.0f - blend;
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blendB = blend;
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}
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Quaternion result = new Quaternion(blendA * q1.XYZ + blendB * q2.XYZ, blendA * q1.W + blendB * q2.W);
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if (result.LengthSquared > 0.0f)
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return Normalize(result);
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else
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return Identity;
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}
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#endregion
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#endregion
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#region public override string ToString()
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/// <summary>
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/// Returns a System.String that represents the current Quaternion.
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/// </summary>
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/// <returns></returns>
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public override string ToString()
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{
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return String.Format("V: {0}, W: {1}", XYZ, W);
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}
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#endregion
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}
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}
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