using System; using RobloxFiles.DataTypes; namespace RobloxFiles.Utility { /// /// Quaternion is a utility used by the CFrame DataType to handle rotation interpolation. /// It can be used as an independent Quaternion implementation if you so please! /// public class Quaternion { public readonly float X, Y, Z, W; public float Magnitude { get { float squared = Dot(this); double magnitude = Math.Sqrt(squared); return (float)magnitude; } } public Quaternion(float x, float y, float z, float w) { X = x; Y = y; Z = z; W = w; } public Quaternion(Vector3 qv, float qw) { X = qv.X; Y = qv.Y; Z = qv.Z; W = qw; } public Quaternion(CFrame cf) { CFrame matrix = (cf - cf.Position); float[] ac = cf.GetComponents(); float m11 = ac[3], m12 = ac[4], m13 = ac[5], m21 = ac[6], m22 = ac[7], m23 = ac[8], m31 = ac[9], m32 = ac[10], m33 = ac[11]; float trace = m11 + m22 + m33; if (trace > 0) { float s = (float)Math.Sqrt(1 + trace); float r = 0.5f / s; W = s * 0.5f; X = (m32 - m23) * r; Y = (m13 - m31) * r; Z = (m21 - m12) * r; } else { float big = Math.Max(Math.Max(m11, m22), m33); if (big == m11) { float s = (float)Math.Sqrt(1 + m11 - m22 - m33); float r = 0.5f / s; W = (m32 - m23) * r; X = 0.5f * s; Y = (m21 + m12) * r; Z = (m13 + m31) * r; } else if (big == m22) { float s = (float)Math.Sqrt(1 - m11 + m22 - m33); float r = 0.5f / s; W = (m13 - m31) * r; X = (m21 + m12) * r; Y = 0.5f * s; Z = (m32 + m23) * r; } else if (big == m33) { float s = (float)Math.Sqrt(1 - m11 - m22 + m33); float r = 0.5f / s; W = (m21 - m12) * r; X = (m13 + m31) * r; Y = (m32 + m23) * r; Z = 0.5f * s; } } } public float Dot(Quaternion other) { return (X * other.X) + (Y * other.Y) + (Z * other.Z) + (W * other.W); } public Quaternion Lerp(Quaternion other, float alpha) { Quaternion result = this * (1.0f - alpha) + other * alpha; return result / result.Magnitude; } public Quaternion Slerp(Quaternion other, float alpha) { float cosAng = Dot(other); if (cosAng < 0) { other = -other; cosAng = -cosAng; } double ang = Math.Acos(cosAng); if (ang >= 0.05f) { float scale0 = (float)Math.Sin((1.0f - alpha) * ang); float scale1 = (float)Math.Sin(alpha * ang); float denom = (float)Math.Sin(ang); return ((this * scale0) + (other * scale1)) / denom; } else { return Lerp(other, alpha); } } public CFrame ToCFrame() { float xc = X * 2f; float yc = Y * 2f; float zc = Z * 2f; float xx = X * xc; float xy = X * yc; float xz = X * zc; float wx = W * xc; float wy = W * yc; float wz = W * zc; float yy = Y * yc; float yz = Y * zc; float zz = Z * zc; return new CFrame ( 0, 0, 0, 1f - (yy + zz), xy - wz, xz + wy, xy + wz, 1f - (xx + zz), yz - wx, xz - wy, yz + wx, 1f - (xx + yy) ); } public static Quaternion operator +(Quaternion a, Quaternion b) { return new Quaternion(a.X + b.X, a.Y + b.Y, a.Z + b.Z, a.W + b.W); } public static Quaternion operator -(Quaternion a, Quaternion b) { return new Quaternion(a.X - b.X, a.Y - b.Y, a.Z - b.Z, a.W - b.W); } public static Quaternion operator *(Quaternion a, float f) { return new Quaternion(a.X * f, a.Y * f, a.Z * f, a.W * f); } public static Quaternion operator /(Quaternion a, float f) { return new Quaternion(a.X / f, a.Y / f, a.Z / f, a.W / f); } public static Quaternion operator -(Quaternion a) { return new Quaternion(-a.X, -a.Y, -a.Z, -a.W); } public static Quaternion operator *(Quaternion a, Quaternion b) { Vector3 v1 = new Vector3(a.X, a.Y, a.Z); float s1 = a.W; Vector3 v2 = new Vector3(b.X, b.Y, b.Z); float s2 = b.W; return new Quaternion(s1 * v2 + s2 * v1 + v1.Cross(v2), s1 * s2 - v1.Dot(v2)); } } }