208 lines
5.5 KiB
C#
208 lines
5.5 KiB
C#
using System;
|
|
|
|
namespace RobloxFiles.DataTypes.Utility
|
|
{
|
|
/// <summary>
|
|
/// 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!
|
|
/// </summary>
|
|
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));
|
|
}
|
|
}
|
|
}
|