1671 lines
70 KiB
C#
1671 lines
70 KiB
C#
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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// -----------------------------------------------------------------------------
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// Original code from SharpDX project. https://github.com/sharpdx/SharpDX/
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// Greetings to Alexandre Mutel. Original code published with the following license:
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// -----------------------------------------------------------------------------
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// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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// -----------------------------------------------------------------------------
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// Original code from SlimMath project. http://code.google.com/p/slimmath/
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// Greetings to SlimDX Group. Original code published with the following license:
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// -----------------------------------------------------------------------------
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/*
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* Copyright (c) 2007-2011 SlimDX Group
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
|
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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using System;
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using System.ComponentModel;
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using System.Globalization;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace FlaxEngine
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{
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[Serializable]
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[TypeConverter(typeof(TypeConverters.QuaternionConverter))]
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partial struct Quaternion : IEquatable<Quaternion>, IFormattable
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{
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private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}";
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/// <summary>
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/// The size of the <see cref="Quaternion" /> type, in bytes.
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/// </summary>
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public static readonly int SizeInBytes = Marshal.SizeOf(typeof(Quaternion));
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/// <summary>
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/// A <see cref="Quaternion" /> with all of its components set to zero.
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/// </summary>
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public static readonly Quaternion Zero;
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/// <summary>
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/// A <see cref="Quaternion" /> with all of its components set to one.
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/// </summary>
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public static readonly Quaternion One = new Quaternion(1.0f, 1.0f, 1.0f, 1.0f);
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/// <summary>
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/// The identity <see cref="Quaternion" /> (0, 0, 0, 1).
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/// </summary>
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public static readonly Quaternion Identity = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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/// <summary>
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/// Initializes a new instance of the <see cref="Quaternion" /> struct.
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/// </summary>
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/// <param name="value">The value that will be assigned to all components.</param>
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public Quaternion(float value)
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{
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X = value;
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Y = value;
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Z = value;
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W = value;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="Quaternion" /> struct.
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/// </summary>
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/// <param name="value">A vector containing the values with which to initialize the components.</param>
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public Quaternion(Vector4 value)
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{
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X = value.X;
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Y = value.Y;
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Z = value.Z;
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W = value.W;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="Quaternion" /> struct.
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/// </summary>
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/// <param name="value">A vector containing the values with which to initialize the X, Y, and Z components.</param>
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/// <param name="w">Initial value for the W component of the quaternion.</param>
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public Quaternion(Vector3 value, float w)
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{
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X = value.X;
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Y = value.Y;
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Z = value.Z;
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W = w;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="Quaternion" /> struct.
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/// </summary>
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/// <param name="value">A vector containing the values with which to initialize the X and Y components.</param>
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/// <param name="z">Initial value for the Z component of the quaternion.</param>
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/// <param name="w">Initial value for the W component of the quaternion.</param>
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public Quaternion(Vector2 value, float z, float w)
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{
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X = value.X;
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Y = value.Y;
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Z = z;
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W = w;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="Quaternion" /> struct.
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/// </summary>
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/// <param name="x">Initial value for the X component of the quaternion.</param>
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/// <param name="y">Initial value for the Y component of the quaternion.</param>
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/// <param name="z">Initial value for the Z component of the quaternion.</param>
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/// <param name="w">Initial value for the W component of the quaternion.</param>
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public Quaternion(float x, float y, float z, float w)
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{
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X = x;
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Y = y;
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Z = z;
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W = w;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="Quaternion" /> struct.
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/// </summary>
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/// <param name="values">
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/// The values to assign to the X, Y, Z, and W components of the quaternion. This must be an array
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/// with four elements.
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/// </param>
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/// <exception cref="ArgumentNullException">Thrown when <paramref name="values" /> is <c>null</c>.</exception>
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/// <exception cref="ArgumentOutOfRangeException">
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/// Thrown when <paramref name="values" /> contains more or less than four
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/// elements.
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/// </exception>
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public Quaternion(float[] values)
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{
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if (values == null)
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throw new ArgumentNullException(nameof(values));
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if (values.Length != 4)
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throw new ArgumentOutOfRangeException(nameof(values), "There must be four and only four input values for Quaternion.");
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X = values[0];
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Y = values[1];
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Z = values[2];
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W = values[3];
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}
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/// <summary>
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/// Gets a value indicating whether this instance is equivalent to the identity quaternion.
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/// </summary>
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/// <value>
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/// <c>true</c> if this instance is an identity quaternion; otherwise, <c>false</c>.
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/// </value>
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public bool IsIdentity => Equals(Identity);
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/// <summary>
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/// Gets a value indicting whether this instance is normalized.
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/// </summary>
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public bool IsNormalized => Mathf.IsOne(X * X + Y * Y + Z * Z + W * W);
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/// <summary>
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/// Gets the euler angle (pitch, yaw, roll) in degrees.
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/// </summary>
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public Vector3 EulerAngles
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{
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get
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{
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Vector3 result;
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float sqw = W * W;
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float sqx = X * X;
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float sqy = Y * Y;
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float sqz = Z * Z;
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float unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
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float test = X * W - Y * Z;
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if (test > 0.499995f * unit)
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{
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// singularity at north pole
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// yaw pitch roll
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result.Y = 2.0f * Mathf.Atan2(Y, X);
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result.X = Mathf.PiOverTwo;
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result.Z = 0;
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}
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else if (test < -0.499995f * unit)
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{
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// singularity at south pole
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// yaw pitch roll
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result.Y = -2.0f * Mathf.Atan2(Y, X);
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result.X = -Mathf.PiOverTwo;
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result.Z = 0;
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}
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else
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{
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// yaw pitch roll
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var q = new Quaternion(W, Z, X, Y);
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result.Y = Mathf.Atan2(2.0f * q.X * q.W + 2.0f * q.Y * q.Z, 1 - 2.0f * (q.Z * q.Z + q.W * q.W));
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result.X = Mathf.Asin(2.0f * (q.X * q.Z - q.W * q.Y));
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result.Z = Mathf.Atan2(2.0f * q.X * q.Y + 2.0f * q.Z * q.W, 1 - 2.0f * (q.Y * q.Y + q.Z * q.Z));
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}
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result *= Mathf.RadiansToDegrees;
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result.UnwindEuler();
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return result;
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}
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}
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/// <summary>
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/// Gets the angle of the quaternion.
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/// </summary>
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/// <value>The angle.</value>
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public float Angle
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{
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get
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{
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float length = X * X + Y * Y + Z * Z;
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if (Mathf.IsZero(length))
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return 0.0f;
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return (float)(2.0 * Math.Acos(Mathf.Clamp(W, -1f, 1f)));
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}
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}
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/// <summary>
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/// Gets the axis components of the quaternion.
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/// </summary>
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/// <value>The axis components of the quaternion.</value>
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public Vector3 Axis
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{
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get
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{
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float length = X * X + Y * Y + Z * Z;
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if (Mathf.IsZero(length))
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return Vector3.UnitX;
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float inv = 1.0f / (float)Math.Sqrt(length);
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return new Vector3(X * inv, Y * inv, Z * inv);
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}
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}
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/// <summary>
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/// Gets or sets the component at the specified index.
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/// </summary>
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/// <value>The value of the X, Y, Z, or W component, depending on the index.</value>
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/// <param name="index">
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/// The index of the component to access. Use 0 for the X component, 1 for the Y component, 2 for the Z
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/// component, and 3 for the W component.
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/// </param>
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/// <returns>The value of the component at the specified index.</returns>
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/// <exception cref="System.ArgumentOutOfRangeException">
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/// Thrown when the <paramref name="index" /> is out of the range [0, 3].
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/// </exception>
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public float this[int index]
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{
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get
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{
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switch (index)
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{
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case 0: return X;
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case 1: return Y;
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case 2: return Z;
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case 3: return W;
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}
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throw new ArgumentOutOfRangeException(nameof(index), "Indices for Quaternion run from 0 to 3, inclusive.");
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}
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set
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{
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switch (index)
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{
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case 0:
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X = value;
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break;
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case 1:
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Y = value;
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break;
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case 2:
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Z = value;
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break;
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case 3:
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W = value;
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break;
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default: throw new ArgumentOutOfRangeException(nameof(index), "Indices for Quaternion run from 0 to 3, inclusive.");
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}
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}
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}
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/// <summary>
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/// Conjugates the quaternion.
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/// </summary>
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public void Conjugate()
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{
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X = -X;
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Y = -Y;
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Z = -Z;
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}
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/// <summary>
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/// Gets the conjugated quaternion.
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/// </summary>
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public Quaternion Conjugated()
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{
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return new Quaternion(-X, -Y, -Z, W);
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}
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/// <summary>
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/// Conjugates and renormalizes the quaternion.
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/// </summary>
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public void Invert()
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{
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float lengthSq = LengthSquared;
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if (!Mathf.IsZero(lengthSq))
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{
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lengthSq = 1.0f / lengthSq;
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X = -X * lengthSq;
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Y = -Y * lengthSq;
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Z = -Z * lengthSq;
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W = W * lengthSq;
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}
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}
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/// <summary>
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/// Calculates the length of the quaternion.
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/// </summary>
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/// <returns>The length of the quaternion.</returns>
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/// <remarks>
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/// <see cref="Quaternion.LengthSquared" /> may be preferred when only the relative length is needed
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/// and speed is of the essence.
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/// </remarks>
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public float Length => (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
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/// <summary>
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/// Calculates the squared length of the quaternion.
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/// </summary>
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/// <returns>The squared length of the quaternion.</returns>
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/// <remarks>
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/// This method may be preferred to <see cref="Quaternion.Length" /> when only a relative length is needed
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/// and speed is of the essence.
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/// </remarks>
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public float LengthSquared => X * X + Y * Y + Z * Z + W * W;
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/// <summary>
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/// Converts the quaternion into a unit quaternion.
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/// </summary>
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public void Normalize()
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{
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float length = Length;
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if (!Mathf.IsZero(length))
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{
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float inverse = 1.0f / length;
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X *= inverse;
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Y *= inverse;
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Z *= inverse;
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W *= inverse;
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}
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}
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/// <summary>
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/// Creates an array containing the elements of the quaternion.
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/// </summary>
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/// <returns>A four-element array containing the components of the quaternion.</returns>
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public float[] ToArray()
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{
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return new[]
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{
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X,
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Y,
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Z,
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W
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};
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}
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/// <summary>
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/// Adds two quaternions.
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/// </summary>
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/// <param name="left">The first quaternion to add.</param>
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/// <param name="right">The second quaternion to add.</param>
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/// <param name="result">When the method completes, contains the sum of the two quaternions.</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.X = left.X + right.X;
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result.Y = left.Y + right.Y;
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result.Z = left.Z + right.Z;
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result.W = left.W + right.W;
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}
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/// <summary>
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/// Adds two quaternions.
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/// </summary>
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/// <param name="left">The first quaternion to add.</param>
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/// <param name="right">The second quaternion to add.</param>
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/// <returns>The sum of the two quaternions.</returns>
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public static Quaternion Add(Quaternion left, Quaternion right)
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{
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Add(ref left, ref right, out var result);
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return result;
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}
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/// <summary>
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/// Subtracts two quaternions.
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/// </summary>
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/// <param name="left">The first quaternion to subtract.</param>
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/// <param name="right">The second quaternion to subtract.</param>
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/// <param name="result">When the method completes, contains the difference of the two quaternions.</param>
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public static void Subtract(ref Quaternion left, ref Quaternion right, out Quaternion result)
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{
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result.X = left.X - right.X;
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result.Y = left.Y - right.Y;
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result.Z = left.Z - right.Z;
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result.W = left.W - right.W;
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}
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/// <summary>
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/// Subtracts two quaternions.
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/// </summary>
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/// <param name="left">The first quaternion to subtract.</param>
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/// <param name="right">The second quaternion to subtract.</param>
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/// <returns>The difference of the two quaternions.</returns>
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public static Quaternion Subtract(Quaternion left, Quaternion right)
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{
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Subtract(ref left, ref right, out var result);
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return result;
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}
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/// <summary>
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/// Scales a quaternion by the given value.
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/// </summary>
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/// <param name="value">The quaternion to scale.</param>
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/// <param name="scale">The amount by which to scale the quaternion.</param>
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/// <param name="result">When the method completes, contains the scaled quaternion.</param>
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public static void Multiply(ref Quaternion value, float scale, out Quaternion result)
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{
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result.X = value.X * scale;
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result.Y = value.Y * scale;
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result.Z = value.Z * scale;
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result.W = value.W * scale;
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}
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/// <summary>
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/// Scales a quaternion by the given value.
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/// </summary>
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/// <param name="value">The quaternion to scale.</param>
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/// <param name="scale">The amount by which to scale the quaternion.</param>
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/// <returns>The scaled quaternion.</returns>
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public static Quaternion Multiply(Quaternion value, float scale)
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{
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Multiply(ref value, scale, out var result);
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return result;
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}
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/// <summary>
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/// Multiplies a quaternion by another.
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/// </summary>
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/// <param name="left">The first quaternion to multiply.</param>
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/// <param name="right">The second quaternion to multiply.</param>
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/// <param name="result">When the method completes, contains the multiplied quaternion.</param>
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public static void Multiply(ref Quaternion left, ref Quaternion right, out Quaternion result)
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{
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float a = left.Y * right.Z - left.Z * right.Y;
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float b = left.Z * right.X - left.X * right.Z;
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float c = left.X * right.Y - left.Y * right.X;
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float d = left.X * right.X + left.Y * right.Y + left.Z * right.Z;
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result.X = left.X * right.W + right.X * left.W + a;
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result.Y = left.Y * right.W + right.Y * left.W + b;
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result.Z = left.Z * right.W + right.Z * left.W + c;
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result.W = left.W * right.W - d;
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}
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/// <summary>
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/// Multiplies a quaternion by another.
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/// </summary>
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/// <param name="left">The first quaternion to multiply.</param>
|
|
/// <param name="right">The second quaternion to multiply.</param>
|
|
/// <returns>The multiplied quaternion.</returns>
|
|
public static Quaternion Multiply(Quaternion left, Quaternion right)
|
|
{
|
|
Multiply(ref left, ref right, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reverses the direction of a given quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to negate.</param>
|
|
/// <param name="result">When the method completes, contains a quaternion facing in the opposite direction.</param>
|
|
public static void Negate(ref Quaternion value, out Quaternion result)
|
|
{
|
|
result.X = -value.X;
|
|
result.Y = -value.Y;
|
|
result.Z = -value.Z;
|
|
result.W = -value.W;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reverses the direction of a given quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to negate.</param>
|
|
/// <returns>A quaternion facing in the opposite direction.</returns>
|
|
public static Quaternion Negate(Quaternion value)
|
|
{
|
|
Negate(ref value, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a <see cref="Quaternion" /> containing the 4D Cartesian coordinates of a point specified in Barycentric
|
|
/// coordinates relative to a 2D triangle.
|
|
/// </summary>
|
|
/// <param name="value1">A <see cref="Quaternion" /> containing the 4D Cartesian coordinates of vertex 1 of the triangle.</param>
|
|
/// <param name="value2">A <see cref="Quaternion" /> containing the 4D Cartesian coordinates of vertex 2 of the triangle.</param>
|
|
/// <param name="value3">A <see cref="Quaternion" /> containing the 4D Cartesian coordinates of vertex 3 of the triangle.</param>
|
|
/// <param name="amount1">
|
|
/// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in
|
|
/// <paramref name="value2" />).
|
|
/// </param>
|
|
/// <param name="amount2">
|
|
/// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in
|
|
/// <paramref name="value3" />).
|
|
/// </param>
|
|
/// <param name="result">
|
|
/// When the method completes, contains a new <see cref="Quaternion" /> containing the 4D Cartesian
|
|
/// coordinates of the specified point.
|
|
/// </param>
|
|
public static void Barycentric(ref Quaternion value1, ref Quaternion value2, ref Quaternion value3, float amount1, float amount2, out Quaternion result)
|
|
{
|
|
Slerp(ref value1, ref value2, amount1 + amount2, out var start);
|
|
Slerp(ref value1, ref value3, amount1 + amount2, out var end);
|
|
Slerp(ref start, ref end, amount2 / (amount1 + amount2), out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a <see cref="Quaternion" /> containing the 4D Cartesian coordinates of a point specified in Barycentric
|
|
/// coordinates relative to a 2D triangle.
|
|
/// </summary>
|
|
/// <param name="value1">A <see cref="Quaternion" /> containing the 4D Cartesian coordinates of vertex 1 of the triangle.</param>
|
|
/// <param name="value2">A <see cref="Quaternion" /> containing the 4D Cartesian coordinates of vertex 2 of the triangle.</param>
|
|
/// <param name="value3">A <see cref="Quaternion" /> containing the 4D Cartesian coordinates of vertex 3 of the triangle.</param>
|
|
/// <param name="amount1">
|
|
/// Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in
|
|
/// <paramref name="value2" />).
|
|
/// </param>
|
|
/// <param name="amount2">
|
|
/// Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in
|
|
/// <paramref name="value3" />).
|
|
/// </param>
|
|
/// <returns>A new <see cref="Quaternion" /> containing the 4D Cartesian coordinates of the specified point.</returns>
|
|
public static Quaternion Barycentric(Quaternion value1, Quaternion value2, Quaternion value3, float amount1, float amount2)
|
|
{
|
|
Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Conjugates a quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to conjugate.</param>
|
|
/// <param name="result">When the method completes, contains the conjugated quaternion.</param>
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Conjugates a quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to conjugate.</param>
|
|
/// <returns>The conjugated quaternion.</returns>
|
|
public static Quaternion Conjugate(Quaternion value)
|
|
{
|
|
Conjugate(ref value, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the dot product of two quaternions.
|
|
/// </summary>
|
|
/// <param name="left">First source quaternion.</param>
|
|
/// <param name="right">Second source quaternion.</param>
|
|
/// <returns>The dot product of the two quaternions.</returns>
|
|
public static float Dot(ref Quaternion left, ref Quaternion right)
|
|
{
|
|
return left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the dot product of two quaternions.
|
|
/// </summary>
|
|
/// <param name="left">First source quaternion.</param>
|
|
/// <param name="right">Second source quaternion.</param>
|
|
/// <returns>The dot product of the two quaternions.</returns>
|
|
public static float Dot(Quaternion left, Quaternion right)
|
|
{
|
|
return left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the angle between two quaternions.
|
|
/// </summary>
|
|
/// <param name="a">First source quaternion.</param>
|
|
/// <param name="b">Second source quaternion.</param>
|
|
/// <returns>Returns the angle in degrees between two rotations a and b.</returns>
|
|
public static float AngleBetween(Quaternion a, Quaternion b)
|
|
{
|
|
float num = Dot(a, b);
|
|
return num > 0.9999999f ? 0 : Mathf.Acos(Mathf.Min(Mathf.Abs(num), 1f)) * 2f * 57.29578f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Exponentiates a quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to exponentiate.</param>
|
|
/// <param name="result">When the method completes, contains the exponentiated quaternion.</param>
|
|
public static void Exponential(ref Quaternion value, out Quaternion result)
|
|
{
|
|
var angle = (float)Math.Sqrt(value.X * value.X + value.Y * value.Y + value.Z * value.Z);
|
|
var sin = (float)Math.Sin(angle);
|
|
|
|
if (!Mathf.IsZero(sin))
|
|
{
|
|
float coeff = sin / angle;
|
|
result.X = coeff * value.X;
|
|
result.Y = coeff * value.Y;
|
|
result.Z = coeff * value.Z;
|
|
}
|
|
else
|
|
{
|
|
result = value;
|
|
}
|
|
|
|
result.W = (float)Math.Cos(angle);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Exponentiates a quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to exponentiate.</param>
|
|
/// <returns>The exponentiated quaternion.</returns>
|
|
public static Quaternion Exponential(Quaternion value)
|
|
{
|
|
Exponential(ref value, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Conjugates and renormalizes the quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to conjugate and renormalize.</param>
|
|
/// <param name="result">When the method completes, contains the conjugated and renormalized quaternion.</param>
|
|
public static void Invert(ref Quaternion value, out Quaternion result)
|
|
{
|
|
result = value;
|
|
result.Invert();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Conjugates and renormalizes the quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to conjugate and renormalize.</param>
|
|
/// <returns>The conjugated and renormalized quaternion.</returns>
|
|
public static Quaternion Invert(Quaternion value)
|
|
{
|
|
var result = value;
|
|
result.Invert();
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a linear interpolation between two quaternions.
|
|
/// </summary>
|
|
/// <param name="start">Start quaternion.</param>
|
|
/// <param name="end">End quaternion.</param>
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
|
|
/// <param name="result">When the method completes, contains the linear interpolation of the two quaternions.</param>
|
|
/// <remarks>
|
|
/// This method performs the linear interpolation based on the following formula.
|
|
/// <code>start + (end - start) * amount</code>
|
|
/// Passing <paramref name="amount" /> a value of 0 will cause <paramref name="start" /> to be returned; a value of 1
|
|
/// will cause <paramref name="end" /> to be returned.
|
|
/// </remarks>
|
|
public static void Lerp(ref Quaternion start, ref Quaternion end, float amount, out Quaternion result)
|
|
{
|
|
float inverse = 1.0f - amount;
|
|
|
|
if (Dot(start, end) >= 0.0f)
|
|
{
|
|
result.X = inverse * start.X + amount * end.X;
|
|
result.Y = inverse * start.Y + amount * end.Y;
|
|
result.Z = inverse * start.Z + amount * end.Z;
|
|
result.W = inverse * start.W + amount * end.W;
|
|
}
|
|
else
|
|
{
|
|
result.X = inverse * start.X - amount * end.X;
|
|
result.Y = inverse * start.Y - amount * end.Y;
|
|
result.Z = inverse * start.Z - amount * end.Z;
|
|
result.W = inverse * start.W - amount * end.W;
|
|
}
|
|
|
|
result.Normalize();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a linear interpolation between two quaternion.
|
|
/// </summary>
|
|
/// <param name="start">Start quaternion.</param>
|
|
/// <param name="end">End quaternion.</param>
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
|
|
/// <returns>The linear interpolation of the two quaternions.</returns>
|
|
/// <remarks>
|
|
/// This method performs the linear interpolation based on the following formula.
|
|
/// <code>start + (end - start) * amount</code>
|
|
/// Passing <paramref name="amount" /> a value of 0 will cause <paramref name="start" /> to be returned; a value of 1
|
|
/// will cause <paramref name="end" /> to be returned.
|
|
/// </remarks>
|
|
public static Quaternion Lerp(Quaternion start, Quaternion end, float amount)
|
|
{
|
|
Lerp(ref start, ref end, amount, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the natural logarithm of the specified quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion whose logarithm will be calculated.</param>
|
|
/// <param name="result">When the method completes, contains the natural logarithm of the quaternion.</param>
|
|
public static void Logarithm(ref Quaternion value, out Quaternion result)
|
|
{
|
|
if (Math.Abs(value.W) < 1.0)
|
|
{
|
|
var angle = (float)Math.Acos(value.W);
|
|
var sin = (float)Math.Sin(angle);
|
|
|
|
if (!Mathf.IsZero(sin))
|
|
{
|
|
float coeff = angle / sin;
|
|
result.X = value.X * coeff;
|
|
result.Y = value.Y * coeff;
|
|
result.Z = value.Z * coeff;
|
|
}
|
|
else
|
|
{
|
|
result = value;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
result = value;
|
|
}
|
|
|
|
result.W = 0.0f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the natural logarithm of the specified quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion whose logarithm will be calculated.</param>
|
|
/// <returns>The natural logarithm of the quaternion.</returns>
|
|
public static Quaternion Logarithm(Quaternion value)
|
|
{
|
|
Logarithm(ref value, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts the quaternion into a unit quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to normalize.</param>
|
|
/// <param name="result">When the method completes, contains the normalized quaternion.</param>
|
|
public static void Normalize(ref Quaternion value, out Quaternion result)
|
|
{
|
|
Quaternion temp = value;
|
|
result = temp;
|
|
result.Normalize();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts the quaternion into a unit quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to normalize.</param>
|
|
/// <returns>The normalized quaternion.</returns>
|
|
public static Quaternion Normalize(Quaternion value)
|
|
{
|
|
value.Normalize();
|
|
return value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a rotation and an axis.
|
|
/// </summary>
|
|
/// <param name="axis">The axis of rotation.</param>
|
|
/// <param name="angle">The angle of rotation (in radians).</param>
|
|
/// <param name="result">When the method completes, contains the newly created quaternion.</param>
|
|
public static void RotationAxis(ref Vector3 axis, float angle, out Quaternion result)
|
|
{
|
|
Vector3.Normalize(ref axis, out var normalized);
|
|
|
|
float half = angle * 0.5f;
|
|
var sin = (float)Math.Sin(half);
|
|
var cos = (float)Math.Cos(half);
|
|
|
|
result.X = normalized.X * sin;
|
|
result.Y = normalized.Y * sin;
|
|
result.Z = normalized.Z * sin;
|
|
result.W = cos;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a rotation and an axis.
|
|
/// </summary>
|
|
/// <param name="axis">The axis of rotation.</param>
|
|
/// <param name="angle">The angle of rotation (in radians).</param>
|
|
/// <returns>The newly created quaternion.</returns>
|
|
public static Quaternion RotationAxis(Vector3 axis, float angle)
|
|
{
|
|
RotationAxis(ref axis, angle, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a rotation matrix.
|
|
/// </summary>
|
|
/// <param name="matrix">The rotation matrix.</param>
|
|
/// <param name="result">When the method completes, contains the newly created quaternion.</param>
|
|
public static void RotationMatrix(ref Matrix matrix, out Quaternion result)
|
|
{
|
|
float sqrt;
|
|
float half;
|
|
float scale = matrix.M11 + matrix.M22 + matrix.M33;
|
|
|
|
if (scale > 0.0f)
|
|
{
|
|
sqrt = (float)Math.Sqrt(scale + 1.0f);
|
|
result.W = sqrt * 0.5f;
|
|
sqrt = 0.5f / sqrt;
|
|
|
|
result.X = (matrix.M23 - matrix.M32) * sqrt;
|
|
result.Y = (matrix.M31 - matrix.M13) * sqrt;
|
|
result.Z = (matrix.M12 - matrix.M21) * sqrt;
|
|
}
|
|
else if (matrix.M11 >= matrix.M22 && matrix.M11 >= matrix.M33)
|
|
{
|
|
sqrt = (float)Math.Sqrt(1.0f + matrix.M11 - matrix.M22 - matrix.M33);
|
|
half = 0.5f / sqrt;
|
|
|
|
result.X = 0.5f * sqrt;
|
|
result.Y = (matrix.M12 + matrix.M21) * half;
|
|
result.Z = (matrix.M13 + matrix.M31) * half;
|
|
result.W = (matrix.M23 - matrix.M32) * half;
|
|
}
|
|
else if (matrix.M22 > matrix.M33)
|
|
{
|
|
sqrt = (float)Math.Sqrt(1.0f + matrix.M22 - matrix.M11 - matrix.M33);
|
|
half = 0.5f / sqrt;
|
|
|
|
result.X = (matrix.M21 + matrix.M12) * half;
|
|
result.Y = 0.5f * sqrt;
|
|
result.Z = (matrix.M32 + matrix.M23) * half;
|
|
result.W = (matrix.M31 - matrix.M13) * half;
|
|
}
|
|
else
|
|
{
|
|
sqrt = (float)Math.Sqrt(1.0f + matrix.M33 - matrix.M11 - matrix.M22);
|
|
half = 0.5f / sqrt;
|
|
|
|
result.X = (matrix.M31 + matrix.M13) * half;
|
|
result.Y = (matrix.M32 + matrix.M23) * half;
|
|
result.Z = 0.5f * sqrt;
|
|
result.W = (matrix.M12 - matrix.M21) * half;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a rotation matrix.
|
|
/// </summary>
|
|
/// <param name="matrix">The rotation matrix.</param>
|
|
/// <param name="result">When the method completes, contains the newly created quaternion.</param>
|
|
public static void RotationMatrix(ref Matrix3x3 matrix, out Quaternion result)
|
|
{
|
|
float sqrt;
|
|
float half;
|
|
float scale = matrix.M11 + matrix.M22 + matrix.M33;
|
|
|
|
if (scale > 0.0f)
|
|
{
|
|
sqrt = (float)Math.Sqrt(scale + 1.0f);
|
|
result.W = sqrt * 0.5f;
|
|
sqrt = 0.5f / sqrt;
|
|
|
|
result.X = (matrix.M23 - matrix.M32) * sqrt;
|
|
result.Y = (matrix.M31 - matrix.M13) * sqrt;
|
|
result.Z = (matrix.M12 - matrix.M21) * sqrt;
|
|
}
|
|
else if (matrix.M11 >= matrix.M22 && matrix.M11 >= matrix.M33)
|
|
{
|
|
sqrt = (float)Math.Sqrt(1.0f + matrix.M11 - matrix.M22 - matrix.M33);
|
|
half = 0.5f / sqrt;
|
|
|
|
result.X = 0.5f * sqrt;
|
|
result.Y = (matrix.M12 + matrix.M21) * half;
|
|
result.Z = (matrix.M13 + matrix.M31) * half;
|
|
result.W = (matrix.M23 - matrix.M32) * half;
|
|
}
|
|
else if (matrix.M22 > matrix.M33)
|
|
{
|
|
sqrt = (float)Math.Sqrt(1.0f + matrix.M22 - matrix.M11 - matrix.M33);
|
|
half = 0.5f / sqrt;
|
|
|
|
result.X = (matrix.M21 + matrix.M12) * half;
|
|
result.Y = 0.5f * sqrt;
|
|
result.Z = (matrix.M32 + matrix.M23) * half;
|
|
result.W = (matrix.M31 - matrix.M13) * half;
|
|
}
|
|
else
|
|
{
|
|
sqrt = (float)Math.Sqrt(1.0f + matrix.M33 - matrix.M11 - matrix.M22);
|
|
half = 0.5f / sqrt;
|
|
|
|
result.X = (matrix.M31 + matrix.M13) * half;
|
|
result.Y = (matrix.M32 + matrix.M23) * half;
|
|
result.Z = 0.5f * sqrt;
|
|
result.W = (matrix.M12 - matrix.M21) * half;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a left-handed, look-at quaternion.
|
|
/// </summary>
|
|
/// <param name="eye">The position of the viewer's eye.</param>
|
|
/// <param name="target">The camera look-at target.</param>
|
|
/// <param name="up">The camera's up vector.</param>
|
|
/// <param name="result">When the method completes, contains the created look-at quaternion.</param>
|
|
public static void LookAt(ref Vector3 eye, ref Vector3 target, ref Vector3 up, out Quaternion result)
|
|
{
|
|
Matrix3x3.LookAt(ref eye, ref target, ref up, out var matrix);
|
|
RotationMatrix(ref matrix, out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a left-handed, look-at quaternion.
|
|
/// </summary>
|
|
/// <param name="eye">The position of the viewer's eye.</param>
|
|
/// <param name="target">The camera look-at target.</param>
|
|
/// <returns>The created look-at quaternion.</returns>
|
|
public static Quaternion LookAt(Vector3 eye, Vector3 target){
|
|
return LookAt(eye, target, Vector3.Up);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a left-handed, look-at quaternion.
|
|
/// </summary>
|
|
/// <param name="eye">The position of the viewer's eye.</param>
|
|
/// <param name="target">The camera look-at target.</param>
|
|
/// <param name="up">The camera's up vector.</param>
|
|
/// <returns>The created look-at quaternion.</returns>
|
|
public static Quaternion LookAt(Vector3 eye, Vector3 target, Vector3 up)
|
|
{
|
|
LookAt(ref eye, ref target, ref up, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a left-handed, look-at quaternion.
|
|
/// </summary>
|
|
/// <param name="forward">The camera's forward direction.</param>
|
|
/// <param name="up">The camera's up vector.</param>
|
|
/// <param name="result">When the method completes, contains the created look-at quaternion.</param>
|
|
public static void RotationLookAt(ref Vector3 forward, ref Vector3 up, out Quaternion result)
|
|
{
|
|
Vector3 eye = Vector3.Zero;
|
|
LookAt(ref eye, ref forward, ref up, out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a left-handed, look-at quaternion.
|
|
/// </summary>
|
|
/// <param name="forward">The camera's forward direction.</param>
|
|
/// <returns>The created look-at quaternion.</returns>
|
|
public static Quaternion RotationLookAt(Vector3 forward)
|
|
{
|
|
return RotationLookAt(forward, Vector3.Up);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a left-handed, look-at quaternion.
|
|
/// </summary>
|
|
/// <param name="forward">The camera's forward direction.</param>
|
|
/// <param name="up">The camera's up vector.</param>
|
|
/// <returns>The created look-at quaternion.</returns>
|
|
public static Quaternion RotationLookAt(Vector3 forward, Vector3 up)
|
|
{
|
|
RotationLookAt(ref forward, ref up, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a rotation with the specified forward and upwards directions.
|
|
/// </summary>
|
|
/// <param name="forward">The forward direction. Direction to orient towards.</param>
|
|
/// <returns>The calculated quaternion.</returns>
|
|
public static Quaternion LookRotation(Vector3 forward)
|
|
{
|
|
return LookRotation(forward, Vector3.Up);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a rotation with the specified forward and upwards directions.
|
|
/// </summary>
|
|
/// <param name="forward">The forward direction. Direction to orient towards.</param>
|
|
/// <param name="up">Up direction. Constrains y axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel.</param>
|
|
/// <returns>The calculated quaternion.</returns>
|
|
public static Quaternion LookRotation(Vector3 forward, Vector3 up)
|
|
{
|
|
LookRotation(ref forward, ref up, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a rotation with the specified forward and upwards directions.
|
|
/// </summary>
|
|
/// <param name="forward">The forward direction. Direction to orient towards.</param>
|
|
/// <param name="up">The up direction. Constrains y axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel.</param>
|
|
/// <param name="result">The calculated quaternion.</param>
|
|
public static void LookRotation(ref Vector3 forward, ref Vector3 up, out Quaternion result)
|
|
{
|
|
Vector3 forwardNorm = forward;
|
|
forwardNorm.Normalize();
|
|
Vector3.Cross(ref up, ref forwardNorm, out var rightNorm);
|
|
rightNorm.Normalize();
|
|
Vector3.Cross(ref forwardNorm, ref rightNorm, out var upNorm);
|
|
|
|
float m00 = rightNorm.X;
|
|
float m01 = rightNorm.Y;
|
|
float m02 = rightNorm.Z;
|
|
float m10 = upNorm.X;
|
|
float m11 = upNorm.Y;
|
|
float m12 = upNorm.Z;
|
|
float m20 = forwardNorm.X;
|
|
float m21 = forwardNorm.Y;
|
|
float m22 = forwardNorm.Z;
|
|
|
|
float sum = m00 + m11 + m22;
|
|
if (sum > 0)
|
|
{
|
|
float num = Mathf.Sqrt(sum + 1);
|
|
float invNumHalf = 0.5f / num;
|
|
result.X = (m12 - m21) * invNumHalf;
|
|
result.Y = (m20 - m02) * invNumHalf;
|
|
result.Z = (m01 - m10) * invNumHalf;
|
|
result.W = num * 0.5f;
|
|
}
|
|
else if (m00 >= m11 && m00 >= m22)
|
|
{
|
|
float num = Mathf.Sqrt(1 + m00 - m11 - m22);
|
|
float invNumHalf = 0.5f / num;
|
|
result.X = 0.5f * num;
|
|
result.Y = (m01 + m10) * invNumHalf;
|
|
result.Z = (m02 + m20) * invNumHalf;
|
|
result.W = (m12 - m21) * invNumHalf;
|
|
}
|
|
else if (m11 > m22)
|
|
{
|
|
float num = Mathf.Sqrt(1 + m11 - m00 - m22);
|
|
float invNumHalf = 0.5f / num;
|
|
result.X = (m10 + m01) * invNumHalf;
|
|
result.Y = 0.5f * num;
|
|
result.Z = (m21 + m12) * invNumHalf;
|
|
result.W = (m20 - m02) * invNumHalf;
|
|
}
|
|
else
|
|
{
|
|
float num = Mathf.Sqrt(1 + m22 - m00 - m11);
|
|
float invNumHalf = 0.5f / num;
|
|
result.X = (m20 + m02) * invNumHalf;
|
|
result.Y = (m21 + m12) * invNumHalf;
|
|
result.Z = 0.5f * num;
|
|
result.W = (m01 - m10) * invNumHalf;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a left-handed spherical billboard that rotates around a specified object position.
|
|
/// </summary>
|
|
/// <param name="objectPosition">The position of the object around which the billboard will rotate.</param>
|
|
/// <param name="cameraPosition">The position of the camera.</param>
|
|
/// <param name="cameraUpVector">The up vector of the camera.</param>
|
|
/// <param name="cameraForwardVector">The forward vector of the camera.</param>
|
|
/// <param name="result">When the method completes, contains the created billboard quaternion.</param>
|
|
public static void Billboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 cameraUpVector, ref Vector3 cameraForwardVector, out Quaternion result)
|
|
{
|
|
Matrix3x3.Billboard(ref objectPosition, ref cameraPosition, ref cameraUpVector, ref cameraForwardVector, out var matrix);
|
|
RotationMatrix(ref matrix, out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a left-handed spherical billboard that rotates around a specified object position.
|
|
/// </summary>
|
|
/// <param name="objectPosition">The position of the object around which the billboard will rotate.</param>
|
|
/// <param name="cameraPosition">The position of the camera.</param>
|
|
/// <param name="cameraUpVector">The up vector of the camera.</param>
|
|
/// <param name="cameraForwardVector">The forward vector of the camera.</param>
|
|
/// <returns>The created billboard quaternion.</returns>
|
|
public static Quaternion Billboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Vector3 cameraForwardVector)
|
|
{
|
|
Billboard(ref objectPosition, ref cameraPosition, ref cameraUpVector, ref cameraForwardVector, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a rotation matrix.
|
|
/// </summary>
|
|
/// <param name="matrix">The rotation matrix.</param>
|
|
/// <returns>The newly created quaternion.</returns>
|
|
public static Quaternion RotationMatrix(Matrix matrix)
|
|
{
|
|
RotationMatrix(ref matrix, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion that rotates around the x-axis.
|
|
/// </summary>
|
|
/// <param name="angle">Angle of rotation in radians.</param>
|
|
/// <param name="result">When the method completes, contains the newly created quaternion.</param>
|
|
public static void RotationX(float angle, out Quaternion result)
|
|
{
|
|
float halfAngle = angle * 0.5f;
|
|
result = new Quaternion((float)Math.Sin(halfAngle), 0.0f, 0.0f, (float)Math.Cos(halfAngle));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion that rotates around the x-axis.
|
|
/// </summary>
|
|
/// <param name="angle">Angle of rotation in radians.</param>
|
|
/// <returns>The created rotation quaternion.</returns>
|
|
public static Quaternion RotationX(float angle)
|
|
{
|
|
RotationX(angle, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion that rotates around the y-axis.
|
|
/// </summary>
|
|
/// <param name="angle">Angle of rotation in radians.</param>
|
|
/// <param name="result">When the method completes, contains the newly created quaternion.</param>
|
|
public static void RotationY(float angle, out Quaternion result)
|
|
{
|
|
float halfAngle = angle * 0.5f;
|
|
result = new Quaternion(0.0f, (float)Math.Sin(halfAngle), 0.0f, (float)Math.Cos(halfAngle));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion that rotates around the y-axis.
|
|
/// </summary>
|
|
/// <param name="angle">Angle of rotation in radians.</param>
|
|
/// <returns>The created rotation quaternion.</returns>
|
|
public static Quaternion RotationY(float angle)
|
|
{
|
|
RotationY(angle, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion that rotates around the z-axis.
|
|
/// </summary>
|
|
/// <param name="angle">Angle of rotation in radians.</param>
|
|
/// <param name="result">When the method completes, contains the newly created quaternion.</param>
|
|
public static void RotationZ(float angle, out Quaternion result)
|
|
{
|
|
float halfAngle = angle * 0.5f;
|
|
result = new Quaternion(0.0f, 0.0f, (float)Math.Sin(halfAngle), (float)Math.Cos(halfAngle));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion that rotates around the z-axis.
|
|
/// </summary>
|
|
/// <param name="angle">Angle of rotation in radians.</param>
|
|
/// <returns>The created rotation quaternion.</returns>
|
|
public static Quaternion RotationZ(float angle)
|
|
{
|
|
RotationZ(angle, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a pitch, yaw and roll values.
|
|
/// Angles are in degrees.
|
|
/// </summary>
|
|
/// <param name="eulerAngles">The pitch, yaw and roll angles of rotation.</param>
|
|
/// <returns>When the method completes, contains the newly created quaternion.</returns>
|
|
public static Quaternion Euler(Vector3 eulerAngles)
|
|
{
|
|
RotationYawPitchRoll(
|
|
eulerAngles.Y * Mathf.DegreesToRadians,
|
|
eulerAngles.X * Mathf.DegreesToRadians,
|
|
eulerAngles.Z * Mathf.DegreesToRadians,
|
|
out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a pitch, yaw and roll values.
|
|
/// Angles are in degrees.
|
|
/// </summary>
|
|
/// <param name="eulerAngles">The pitch, yaw and roll angles of rotation.</param>
|
|
/// <param name="result">When the method completes, contains the newly created quaternion.</param>
|
|
public static void Euler(ref Vector3 eulerAngles, out Quaternion result)
|
|
{
|
|
RotationYawPitchRoll(
|
|
eulerAngles.Y * Mathf.DegreesToRadians,
|
|
eulerAngles.X * Mathf.DegreesToRadians,
|
|
eulerAngles.Z * Mathf.DegreesToRadians,
|
|
out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a pitch, yaw and roll values.
|
|
/// Angles are in degrees.
|
|
/// </summary>
|
|
/// <param name="x">The pitch of rotation (in degrees).</param>
|
|
/// <param name="y">The yaw of rotation (in degrees).</param>
|
|
/// <param name="z">The roll of rotation (in degrees).</param>
|
|
/// <returns>When the method completes, contains the newly created quaternion.</returns>
|
|
public static Quaternion Euler(float x, float y, float z)
|
|
{
|
|
RotationYawPitchRoll(
|
|
y * Mathf.DegreesToRadians,
|
|
x * Mathf.DegreesToRadians,
|
|
z * Mathf.DegreesToRadians,
|
|
out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a pitch, yaw and roll values.
|
|
/// Angles are in degrees.
|
|
/// </summary>
|
|
/// <param name="x">The pitch of rotation (in degrees).</param>
|
|
/// <param name="y">The yaw of rotation (in degrees).</param>
|
|
/// <param name="z">The roll of rotation (in degrees).</param>
|
|
/// <param name="result">When the method completes, contains the newly created quaternion.</param>
|
|
public static void Euler(float x, float y, float z, out Quaternion result)
|
|
{
|
|
RotationYawPitchRoll(
|
|
y * Mathf.DegreesToRadians,
|
|
x * Mathf.DegreesToRadians,
|
|
z * Mathf.DegreesToRadians,
|
|
out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a yaw, pitch, and roll value.
|
|
/// Angles are in radians. Use <see cref="Mathf.RadiansToDegrees"/> to convert degrees to radians.
|
|
/// </summary>
|
|
/// <param name="yaw">The yaw of rotation (in radians).</param>
|
|
/// <param name="pitch">The pitch of rotation (in radians).</param>
|
|
/// <param name="roll">The roll of rotation (in radians).</param>
|
|
/// <param name="result">When the method completes, contains the newly created quaternion.</param>
|
|
public static void RotationYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)
|
|
{
|
|
float halfRoll = roll * 0.5f;
|
|
float halfPitch = pitch * 0.5f;
|
|
float halfYaw = yaw * 0.5f;
|
|
|
|
var sinRoll = (float)Math.Sin(halfRoll);
|
|
var cosRoll = (float)Math.Cos(halfRoll);
|
|
var sinPitch = (float)Math.Sin(halfPitch);
|
|
var cosPitch = (float)Math.Cos(halfPitch);
|
|
var sinYaw = (float)Math.Sin(halfYaw);
|
|
var cosYaw = (float)Math.Cos(halfYaw);
|
|
|
|
result.X = cosYaw * sinPitch * cosRoll + sinYaw * cosPitch * sinRoll;
|
|
result.Y = sinYaw * cosPitch * cosRoll - cosYaw * sinPitch * sinRoll;
|
|
result.Z = cosYaw * cosPitch * sinRoll - sinYaw * sinPitch * cosRoll;
|
|
result.W = cosYaw * cosPitch * cosRoll + sinYaw * sinPitch * sinRoll;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quaternion given a yaw, pitch, and roll value.
|
|
/// Angles are in radians.
|
|
/// </summary>
|
|
/// <param name="yaw">The yaw of rotation (in radians).</param>
|
|
/// <param name="pitch">The pitch of rotation (in radians).</param>
|
|
/// <param name="roll">The roll of rotation (in radians).</param>
|
|
/// <returns>The newly created quaternion (in radians).</returns>
|
|
public static Quaternion RotationYawPitchRoll(float yaw, float pitch, float roll)
|
|
{
|
|
RotationYawPitchRoll(yaw, pitch, roll, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Interpolates between two quaternions, using spherical linear interpolation.
|
|
/// </summary>
|
|
/// <param name="start">Start quaternion.</param>
|
|
/// <param name="end">End quaternion.</param>
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
|
|
/// <param name="result">When the method completes, contains the spherical linear interpolation of the two quaternions.</param>
|
|
public static void Slerp(ref Quaternion start, ref Quaternion end, float amount, out Quaternion result)
|
|
{
|
|
float opposite;
|
|
float inverse;
|
|
float dot = Dot(start, end);
|
|
|
|
if (Math.Abs(dot) > 1.0f - Mathf.Epsilon)
|
|
{
|
|
inverse = 1.0f - amount;
|
|
opposite = amount * Math.Sign(dot);
|
|
}
|
|
else
|
|
{
|
|
var acos = (float)Math.Acos(Math.Abs(dot));
|
|
var invSin = (float)(1.0 / Math.Sin(acos));
|
|
|
|
inverse = (float)Math.Sin((1.0f - amount) * acos) * invSin;
|
|
opposite = (float)Math.Sin(amount * acos) * invSin * Math.Sign(dot);
|
|
}
|
|
|
|
result.X = inverse * start.X + opposite * end.X;
|
|
result.Y = inverse * start.Y + opposite * end.Y;
|
|
result.Z = inverse * start.Z + opposite * end.Z;
|
|
result.W = inverse * start.W + opposite * end.W;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Interpolates between two quaternions, using spherical linear interpolation.
|
|
/// </summary>
|
|
/// <param name="start">Start quaternion.</param>
|
|
/// <param name="end">End quaternion.</param>
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
|
|
/// <returns>The spherical linear interpolation of the two quaternions.</returns>
|
|
public static Quaternion Slerp(Quaternion start, Quaternion end, float amount)
|
|
{
|
|
Slerp(ref start, ref end, amount, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Interpolates between quaternions, using spherical quadrangle interpolation.
|
|
/// </summary>
|
|
/// <param name="value1">First source quaternion.</param>
|
|
/// <param name="value2">Second source quaternion.</param>
|
|
/// <param name="value3">Third source quaternion.</param>
|
|
/// <param name="value4">Fourth source quaternion.</param>
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of interpolation.</param>
|
|
/// <param name="result">When the method completes, contains the spherical quadrangle interpolation of the quaternions.</param>
|
|
public static void Squad(ref Quaternion value1, ref Quaternion value2, ref Quaternion value3, ref Quaternion value4, float amount, out Quaternion result)
|
|
{
|
|
Slerp(ref value1, ref value4, amount, out var start);
|
|
Slerp(ref value2, ref value3, amount, out var end);
|
|
Slerp(ref start, ref end, 2.0f * amount * (1.0f - amount), out result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Interpolates between quaternions, using spherical quadrangle interpolation.
|
|
/// </summary>
|
|
/// <param name="value1">First source quaternion.</param>
|
|
/// <param name="value2">Second source quaternion.</param>
|
|
/// <param name="value3">Third source quaternion.</param>
|
|
/// <param name="value4">Fourth source quaternion.</param>
|
|
/// <param name="amount">Value between 0 and 1 indicating the weight of interpolation.</param>
|
|
/// <returns>The spherical quadrangle interpolation of the quaternions.</returns>
|
|
public static Quaternion Squad(Quaternion value1, Quaternion value2, Quaternion value3, Quaternion value4, float amount)
|
|
{
|
|
Squad(ref value1, ref value2, ref value3, ref value4, amount, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets up control points for spherical quadrangle interpolation.
|
|
/// </summary>
|
|
/// <param name="value1">First source quaternion.</param>
|
|
/// <param name="value2">Second source quaternion.</param>
|
|
/// <param name="value3">Third source quaternion.</param>
|
|
/// <param name="value4">Fourth source quaternion.</param>
|
|
/// <returns>An array of three quaternions that represent control points for spherical quadrangle interpolation.</returns>
|
|
public static Quaternion[] SquadSetup(Quaternion value1, Quaternion value2, Quaternion value3, Quaternion value4)
|
|
{
|
|
Quaternion q0 = (value1 + value2).LengthSquared < (value1 - value2).LengthSquared ? -value1 : value1;
|
|
Quaternion q2 = (value2 + value3).LengthSquared < (value2 - value3).LengthSquared ? -value3 : value3;
|
|
Quaternion q3 = (value3 + value4).LengthSquared < (value3 - value4).LengthSquared ? -value4 : value4;
|
|
Quaternion q1 = value2;
|
|
|
|
Exponential(ref q1, out var q1Exp);
|
|
Exponential(ref q2, out var q2Exp);
|
|
|
|
var results = new Quaternion[3];
|
|
results[0] = q1 * Exponential(-0.25f * (Logarithm(q1Exp * q2) + Logarithm(q1Exp * q0)));
|
|
results[1] = q2 * Exponential(-0.25f * (Logarithm(q2Exp * q3) + Logarithm(q2Exp * q1)));
|
|
results[2] = q2;
|
|
|
|
return results;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds two quaternions.
|
|
/// </summary>
|
|
/// <param name="left">The first quaternion to add.</param>
|
|
/// <param name="right">The second quaternion to add.</param>
|
|
/// <returns>The sum of the two quaternions.</returns>
|
|
public static Quaternion operator +(Quaternion left, Quaternion right)
|
|
{
|
|
Add(ref left, ref right, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Subtracts two quaternions.
|
|
/// </summary>
|
|
/// <param name="left">The first quaternion to subtract.</param>
|
|
/// <param name="right">The second quaternion to subtract.</param>
|
|
/// <returns>The difference of the two quaternions.</returns>
|
|
public static Quaternion operator -(Quaternion left, Quaternion right)
|
|
{
|
|
Subtract(ref left, ref right, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reverses the direction of a given quaternion.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to negate.</param>
|
|
/// <returns>A quaternion facing in the opposite direction.</returns>
|
|
public static Quaternion operator -(Quaternion value)
|
|
{
|
|
Negate(ref value, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Scales a quaternion by the given value.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to scale.</param>
|
|
/// <param name="scale">The amount by which to scale the quaternion.</param>
|
|
/// <returns>The scaled quaternion.</returns>
|
|
public static Quaternion operator *(float scale, Quaternion value)
|
|
{
|
|
Multiply(ref value, scale, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Scales a quaternion by the given value.
|
|
/// </summary>
|
|
/// <param name="value">The quaternion to scale.</param>
|
|
/// <param name="scale">The amount by which to scale the quaternion.</param>
|
|
/// <returns>The scaled quaternion.</returns>
|
|
public static Quaternion operator *(Quaternion value, float scale)
|
|
{
|
|
Multiply(ref value, scale, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Multiplies a quaternion by another.
|
|
/// </summary>
|
|
/// <param name="left">The first quaternion to multiply.</param>
|
|
/// <param name="right">The second quaternion to multiply.</param>
|
|
/// <returns>The multiplied quaternion.</returns>
|
|
public static Quaternion operator *(Quaternion left, Quaternion right)
|
|
{
|
|
Multiply(ref left, ref right, out var result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests for equality between two objects.
|
|
/// </summary>
|
|
/// <param name="left">The first value to compare.</param>
|
|
/// <param name="right">The second value to compare.</param>
|
|
/// <returns>
|
|
/// <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise,
|
|
/// <c>false</c>.
|
|
/// </returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static bool operator ==(Quaternion left, Quaternion right)
|
|
{
|
|
return Dot(ref left, ref right) > 0.9999999f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests for inequality between two objects.
|
|
/// </summary>
|
|
/// <param name="left">The first value to compare.</param>
|
|
/// <param name="right">The second value to compare.</param>
|
|
/// <returns>
|
|
/// <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise,
|
|
/// <c>false</c>.
|
|
/// </returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static bool operator !=(Quaternion left, Quaternion right)
|
|
{
|
|
return Dot(ref left, ref right) <= 0.9999999f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a <see cref="System.String" /> that represents this instance.
|
|
/// </summary>
|
|
/// <returns>
|
|
/// A <see cref="System.String" /> that represents this instance.
|
|
/// </returns>
|
|
public override string ToString()
|
|
{
|
|
return string.Format(CultureInfo.CurrentCulture, _formatString, X, Y, Z, W);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a <see cref="System.String" /> that represents this instance.
|
|
/// </summary>
|
|
/// <param name="format">The format.</param>
|
|
/// <returns>
|
|
/// A <see cref="System.String" /> that represents this instance.
|
|
/// </returns>
|
|
public string ToString(string format)
|
|
{
|
|
if (format == null)
|
|
return ToString();
|
|
|
|
return string.Format(CultureInfo.CurrentCulture, _formatString, X.ToString(format, CultureInfo.CurrentCulture),
|
|
Y.ToString(format, CultureInfo.CurrentCulture), Z.ToString(format, CultureInfo.CurrentCulture), W.ToString(format, CultureInfo.CurrentCulture));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a <see cref="System.String" /> that represents this instance.
|
|
/// </summary>
|
|
/// <param name="formatProvider">The format provider.</param>
|
|
/// <returns>
|
|
/// A <see cref="System.String" /> that represents this instance.
|
|
/// </returns>
|
|
public string ToString(IFormatProvider formatProvider)
|
|
{
|
|
return string.Format(formatProvider, _formatString, X, Y, Z, W);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a <see cref="System.String" /> that represents this instance.
|
|
/// </summary>
|
|
/// <param name="format">The format.</param>
|
|
/// <param name="formatProvider">The format provider.</param>
|
|
/// <returns>
|
|
/// A <see cref="System.String" /> that represents this instance.
|
|
/// </returns>
|
|
public string ToString(string format, IFormatProvider formatProvider)
|
|
{
|
|
if (format == null)
|
|
return ToString(formatProvider);
|
|
|
|
return string.Format(formatProvider, _formatString, X.ToString(format, formatProvider),
|
|
Y.ToString(format, formatProvider), Z.ToString(format, formatProvider), W.ToString(format, formatProvider));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a hash code for this instance.
|
|
/// </summary>
|
|
/// <returns>
|
|
/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
|
|
/// </returns>
|
|
public override int GetHashCode()
|
|
{
|
|
unchecked
|
|
{
|
|
int hashCode = X.GetHashCode();
|
|
hashCode = (hashCode * 397) ^ Y.GetHashCode();
|
|
hashCode = (hashCode * 397) ^ Z.GetHashCode();
|
|
hashCode = (hashCode * 397) ^ W.GetHashCode();
|
|
return hashCode;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests whether one quaternion is near another quaternion.
|
|
/// </summary>
|
|
/// <param name="left">The left quaternion.</param>
|
|
/// <param name="right">The right quaternion.</param>
|
|
/// <param name="epsilon">The epsilon.</param>
|
|
/// <returns><c>true</c> if left and right are near another, <c>false</c> otherwise</returns>
|
|
public static bool NearEqual(Quaternion left, Quaternion right, float epsilon = Mathf.Epsilon)
|
|
{
|
|
return NearEqual(ref left, ref right, epsilon);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests whether one quaternion is near another quaternion.
|
|
/// </summary>
|
|
/// <param name="left">The left quaternion.</param>
|
|
/// <param name="right">The right quaternion.</param>
|
|
/// <param name="epsilon">The epsilon.</param>
|
|
/// <returns><c>true</c> if left and right are near another, <c>false</c> otherwise</returns>
|
|
public static bool NearEqual(ref Quaternion left, ref Quaternion right, float epsilon = Mathf.Epsilon)
|
|
{
|
|
//return Dot(ref left, ref right) > 1.0f - epsilon;
|
|
return Mathf.WithinEpsilon(left.X, right.X, epsilon) && Mathf.WithinEpsilon(left.Y, right.Y, epsilon) && Mathf.WithinEpsilon(left.Z, right.Z, epsilon) && Mathf.WithinEpsilon(left.W, right.W, epsilon);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether the specified <see cref="Quaternion" /> is equal to this instance.
|
|
/// </summary>
|
|
/// <param name="other">The <see cref="Quaternion" /> to compare with this instance.</param>
|
|
/// <returns>
|
|
/// <c>true</c> if the specified <see cref="Quaternion" /> is equal to this instance; otherwise, <c>false</c>.
|
|
/// </returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool Equals(ref Quaternion other)
|
|
{
|
|
//return Dot(ref this, ref other) > 0.9999999f;
|
|
return Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.NearEqual(other.Z, Z) && Mathf.NearEqual(other.W, W);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether the specified <see cref="Quaternion" /> is equal to this instance.
|
|
/// </summary>
|
|
/// <param name="other">The <see cref="Quaternion" /> to compare with this instance.</param>
|
|
/// <returns>
|
|
/// <c>true</c> if the specified <see cref="Quaternion" /> is equal to this instance; otherwise, <c>false</c>.
|
|
/// </returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public bool Equals(Quaternion other)
|
|
{
|
|
return Equals(ref other);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether the specified <see cref="System.Object" /> is equal to this instance.
|
|
/// </summary>
|
|
/// <param name="value">The <see cref="System.Object" /> to compare with this instance.</param>
|
|
/// <returns>
|
|
/// <c>true</c> if the specified <see cref="System.Object" /> is equal to this instance; otherwise, <c>false</c>.
|
|
/// </returns>
|
|
public override bool Equals(object value)
|
|
{
|
|
if (!(value is Quaternion))
|
|
return false;
|
|
var strongValue = (Quaternion)value;
|
|
return Equals(ref strongValue);
|
|
}
|
|
}
|
|
}
|